This deck is designed to work fast to build up creatures, specifically Kami of Transience and overpower with trample. The cards in this deck do a great job of all complementing each other. Most of the spells cost only one or two mana, so cards can come out quickly. Even though the creatures may not be as powerful individually, when used together, they can benefit from each other greatly. There's also a number of options for targeted removal.
This deck is also relatively budget friendly, excluding Boseiju, Who Endures, and to a lesser extent Archdruid's Charm. There's a Maybeboard of cards that could be very helpful, but also the reasoning they were ultimately left out.
I started to construct this deck around the release of Kamigawa: Neon Dynasty, so a majority of the cards are from that set. It is in no way a world beater, but it can hold its own when things are clicking. Most importantly, it's a fun deck to play.
Creatures
Generous Visitor - The ideal card to play on turn one. It's triggered ability allows for creatures to quickly build up their power with +1/+1 counters.
Kami of Transience - The centerpiece of the deck. It's best used in combination with Generous Visitor to add two +1/+1 counters for each enchantment played after. It has trample, so Ram Through can be used with it to deal direct damage to a player. If it does end up in the graveyard, it can quickly be brought back to hand, due to the amount of enchantments in the deck.
Bamboo Grove Archer - The main defense against flying, as it's the only creature(s) with reach. It's channel ability allows it to destroy a flying creature directly, but for a high cost. *Triggers Generous Visitor and Kami of Transience.
Rune of Might - By giving a creature trample, it allows the ability to work in tandem with Ram Through to do direct damage. It also draws a card when entering, as well as giving target creature +1/+1.
Sixth Sense - The main purpose of this is to continue drawing cards, since it doesn't add any extra abilities to the target creature. Utilizing trample with this enchantment helps keep cards coming into the hand. With the cost only being one, this can also come out quickly.
Instants & Sorceries
Archdruid's Charm - The three abilities of this card all work well in this deck. Fetching a land or creature is helpful for the obvious reasons. Adding a +1/+1 counter to a creature and dealing damage to another target creature is a great removal tool. Exiling an artifact or enchantment is a great workaround for indestructible (such as gods).
Ram Through - A great removal card without a creature having to take damage back. Especially helpful in tandem with Fang of Shigeki. When used with creatures with trample, it can be useful to deal direct damage to a player as an alternate win con.
Tamiyo's Safekeeping - A good one drop to protect a creature from removal spells. Can also be used to preserve a creature when blocking. It also adds a small amount of life gain.
Commune with Spirits - Another good one drop. It's a great way to get an extra land or enchantment into the hand, orcto prevent missing a land drop. With a majority of creatures in this deck being enchantments, it allows for them to be put into the hand as well. This can also be used to pull out a Dryad Arbor.
Lands
Boseiju, Who Endures - An insurance policy to help with removal of artifacts and enchantments.
Dryad Arbor - A great zero drop creature. As mentioned, Commune with Spirits can be used to put this into the hand, rather than a basic forest or enchantment.
Tranquil Thicket - Only having to pay one forest to cycle and draw makes this very useful. Since all but one spell, Archdruid's Charm being the exception, cost only one or two mana, this can be helpful in later turns when another land drop isn't as necessary.
Maybeboard
Herald of the Pantheon - Having the ability to pay one less mana for enchantments could be great. However, most spells being one or two mana, makes this ability seem unnecessary. Adding this would also most likely sacrifice the total number of enchantments, to make room. Another source of life gain could be useful though.
Setessan Champion - The constellation ability can make this a powerful creature. It works the same as Kami of Transience, but for one extra mana. Although, it would allow for more cards to be drawn. Similar to Herald of the Pantheon, making room would come at the cost of enchantments.
Ancestral Mask - This could instantly make a creature very powerful, especially in later turns when more enchantments are on the board. However, it doesn't fit nearly as well due to the cost, and it not being quite as useful in the early game.
Audacity - This is great way to give a creature trample as well as +2/+0. Especially since it only costs one. The main reason I chose to keep Rune of Might in over this, is that the card draw is not immediate.
Enchantress's Presence - This could be great to get some extra card draw. But, the mana cost makes it a liitle big for this deck. Sixth Sense seems like a more natural fit.
Hydra's Growth - This can really help a card like Kami of Transience, with trample built in. It seems a little slow up front, for how quick this deck is supposed to run, similar to Ancestral Mask.
Rancor - Almost identical to Audacity. However, this does not provide any card draw. Also, The card returning to hand doesn't seem as useful, with the number of enchantments already in the deck.
Magic the Gathering, FNM is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved. This site is unaffiliated. Articles and comments are user-submitted and do not represent official endorsements of this site.