UPDATE: Starfield of Nyx and Sigil of the Empty Throne are too slow - although those cards are good, they are just too expensive, and 4x Citadel Siege is working just fine to me, as it proved to be a very powerful engine already.
I'm a casual player, and this is my casual Mono-W Enchantments deck. I have almost completed it, but tested it already a couple of times, and it has been doing wonders soo far.
There are 2 optimal paths we can take from the get-go: the creatures path, and the enchantments path.
In the creatures path, Arashin Foremost
+
Seeker of the Way
are the best, and I'll explain that forward. Playing on curve, we can get 20 damage by turn 4 with SotW + AF + 2x
Artful Maneuver
, and 16 life gain from SotW lifelink - we can also use a
Center Soul
to make SotW unblockable, and if the enemy doesn't wipe our board, we can do it again next turn for free! Sounds good to me! And also, a good finishing move is to get a
Helm of the Gods
and start crushing the opponent with it - the HotG will grow over time, and a renowed Relic Hunter can find it for us if so happens that we haven't draw it (
Center Soul
can help us acomplishy that, if
Pacifism
or
Silkwrap
doesn't do the trick). A double striking creature with HotG can end the game very, very quickly, as we are removing blockers away with enchantments.
On the other hand, if we draw the
Myth Realized
and a couple of
Pacifism
or
Silkwrap
, we can go through the enchantments path, and start building a massive avatar monk that will be crazy to be dealt with, Worst case scenario, it gets removed, but since it's a drop 1 that can become a hell of a lot scary, it's worth it big time - plus, we can still use Center Soul on him, and make our enemys regret their decision. The rebounds are freaking good because they make our
Myth Realized
even better. I often look to MR as a weird flash and dash one drop creature that grows the more stuff I play, and which is also a mana dump - this card is awesome.
Citadel Siege may seem a bit slow, but adds a lot of versatility to our strategy: can leave the enemy creatures useless and buy us time, or make our own creatures very, very scary in a blink of an eye. AND, it can PERMANENTLY boost our
Myth Realized
. I just love it.
End Hostilities is sometimes the only way to get back into the game. Remember not to activate
Myth Realized
when you're going to use it. Also, we can save one or more creatures using
Center Soul
, specilly if we cast it a turn before, setting up for End Hostilities. Be careful and try to always save the creature with
Helm of the Gods
.
Valorous Stance
is good mostly 'cause of it's versatility, but that's it. Would be the first card I would replace if against aggro. Nevertheless, it's a good card to have on the main deck.
Let me know what you guys think about, I apreciate every constructive commentary!
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Thanks:
First and foremost, to Eddy Ferrao, who helped me a lot to get the cards I needed - which means all of them, literally.
Second, to KD Oliveira for being the first one to help me beta test the early version of the deck, and been the first one to lose at turn 4 by the Arashin Foremost + Seeker of the Way combo! Still can't believe it worked out so well!
Also, to Hamilton Santos, the best aggro player I know, who always believed in my potential and that I could be more than a blue player. (He plays RDW xD)
Thanks to Henrique Rocha, for the sugestion of using 22 plains instead of 24, which turned out quite well in the few matchs I played so far.
Many thanks to Paulo da Silva, who suggested me that I should use Banishing Light as a sideboard against planeswalkers. I put it on the Maybeboard, just because I'm used to play more against aggro players, and didn't wanted any Theros cards, but still, it was the best, more relevant advice I got untill now, and improved a lot the consistency of what it can do against control - which is still hard for me to grasp how well this deck would play against.