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Selesnya Gilt-Leaf Archdruid Enchantments

Modern Angels Competitive Enchantment GW (Selesnya)

austinglassford


Sideboard


This deck has a lot of sentimental value as enchantments has been the first deck that I learned how to play on. This is first time I've been a skilled enough player to design my own enchantment deck and play it competitively.

Purpose of the deck

The purpose of the deck is to get Worship on the field with a creature, and Privileged Position to create a lock on the board. This will prevent you from dying from direct damage, but not loss of life. To prevent death by mill we have Wheel of Sun and Moon. Not only will you be replacing worship with this card against mill decks, it doubles as a sideboard card against dredge,or other graveyard based decks. Now the hardest thing to prevent is game loss by loss of life effects. The most direct way we have is Runed Halo. It prevents cards from targeting us and also acts as a way to protect us from cards like Thoughtseize.

Win Condition

While yavimaya enchantress gives us some good muscle, she isn't the win condition. Luminarch Acsension with Worship is. When Luminarch Ascension finally becomes activated, we can flood the board with angels.

Turn by Turn

Turn 1:

We can Ideally start of with a Arbor Elf turn one. The odds of this happening everytine are really low so just don't miss a land drop. Ideally a creature labs turn one. This are vital against board wipes later on.

Turn 2:

If you were able to get Arbor Elf out turn one then one of our three drop creatures would come next.

Turn 3:

Worship! Worship by turn 3 will cause people to scoop instantly or have to get real creative. If they have no removal spells for enchantments then they will usually scoop. I have had people do this to me several times. It really makes those "top 10 modern deck" players mad.

Turn 4:

Privileged Position! There your lock is complete! While not perfect you have so much time to set up your win condition. It's funny watching your opponent drawing a card then instantly passing their turn because they know they can't do anything.

Support Spells

-Idyllic Tutor:

The tutor for enchantments that lets us search for key parts of the deck. Need a Worship? Need a Privileged Position? How about your win con? No problem with your tutors.

-Rebuff the Wicked:

This one is pretty self explanitory. Protect your enchantments before they get destroyed. It costs only one and it's a white counter. Your opponent won't see it coming.

-Sigarda, Host of Herons:

Sacrifice effects get around hexproof. With Sigarda it's no worries.

-Runed Halo:

I used this to shut down an Affinity deck at a previous tournament. After locking the board down I prevented Inkmoth Nexus from dealing damage to me. This was a turn 4 luck with Worship and Runed Halo. My opponent promptly quite.

Sideboard

-Nevermore:

Pesky spell you didn't plan on? Well Nevermore is your multitool card for getting rid of pesky spells.

-Leyline of Sanctity :

Black cards that target players are the worst. So you know, stop them with hexproof.

-Dragonlord Dromoka:

A replacement for Sigarda Against control decks. This card prevents countering on your turn,and can't be converted himself. Control is a really hard match-up and this card helps stop it cold.

-Oblivion Ring:

Planeswalkers, that's about it. Most other stuff can be prevented or dealt with differently.

-Rule of Law:

Storm! Shut that sh*t down! Other stuff too I just really hate storm.

-Wheel of Sun and Moon:

I already talked about this card so to recap it prevents milling from the growing U/B decks and prevents graveyard shenanigans.

Deck weaknesses

There's a lot I'm not going to deny. Board wipes, enchantment board wipes, control, hyper fast aggro, loss of life, and not pulling the proper cards (which happens a lot). Don't fret though! Every deck has its weaknesses! You just have to work around them. That is what makes a good player, a great player. Knowing your decks strengths and weaknesses. Understanding the fact that game losses happen and no deck is perfect. That's why we need to design decks for fun not to just always win. While winning can be fun,it won't always happen. So please take this deck with a grain of salt. It's not perfect and nor am I. So when looking at this, if you plan on sleeving it up, just remember to put your own flair on things. Because to me, that is what makes magic great. Not just winning, but expressing yourself. Thanks for reading and feel free to leave a comment.

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Date added 8 years
Last updated 8 years
Legality

This deck is Modern legal.

Rarity (main - side)

0 - 3 Mythic Rares

43 - 7 Rares

4 - 5 Uncommons

5 - 0 Commons

Cards 60
Avg. CMC 2.67
Tokens Angel 4/4 W
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