Mono Green Enchantments

by Beowulf85 on 04 September 2012

Main Deck (60 cards)

Sideboard (36 cards)

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Deck Description

This is the latest evolution of the first deck I ever built. Card combinations like Dryad Arbor+Instill Energy+Wild Growth can leave you with dozens of green mana per turn.

Silhana Ledgewalkers are evasive and your opponents can't easily remove them, so I drop most of my enchantments on them. Yavimaya Enchantresses won't need enchantments equipping them to be big and scary all on their own, and your Argothian/Verduran Enchantresses will keep card draw coming for all that mana.

Quest for renewal gets set off by your Arbors, and means all your creatures can swing every turn then block your opponents. Primal rage means they can't be chump blocked. Blanchwood Armor and One With Nature means they grow every turn and you don't have to worry about drawing lands when you would rather draw enchantments.

Fracturing Gust is really just insurance against a deck with enchantments and artifacts you can't deal with (it saved me in my first play test with it), while Primal Command+creature based card draw means it doesn't matter if you blow up all your own enchantments.

Primal Command+Wild Pair+Card draw will also give you a good chance at completely recovering from wrath.

Thanks to the mana ramp and card draw, this deck can basically be completely in play by turn 4-5 (not consistent, but fun when it happens). Just don't deck yourself with your Argothian Enchantresses.

How to Play

Play, at maximum, two Argothian Enchantresses. Any extra you draw should be kept in your hand in case of wrath effects and to protect yourself from milling. Feel free to play your Verduran Enchantresses as soon as you get them.

Drop Ledgewalker or Gnarlid with One with Naure attached in order to get free land every turn. Once Courser is in play make sure to play land from the top of the deck at every opportunity, if you have land in your hand and Courser + One with Nature in play don't play the land from your hand until after you have attacked, as you will reshuffle the deck and may end up with land on top of it. Save the land in your hand until you can't play it from the top of your deck.

Save at least one or two Instill Energies and Wild Growths for your Driad Arbors, two Instill Energies and Wild Growths on one arbor means 9 mana per turn. Overgrowth is also fantastic on Arbors if you want to shift your deck around to go in that direction.

Save Nylea in your hand until you are ready to wipe someone out or until you need to play her defensively, she's indestructible so she's safe against most board wipes and makes an excellent blocker, though if the board does get wiped you'll want to make sure you have enough other green permanents in play to make sure she's still a creature (Privileged Position and Quest For Renewal will do it, as Nylea also has one green mana in her cost). I used to have Primal Rage in teh deck to give all creatures trample, but the deck doesn't require trample until it already has other enchantments out, so I figured using an Enchantment Creature that was indestructible that could be played later in the game was a sizable advantage overall.

Remember that Enchantment Creatures count as enchantments, thus they will trigger card draw and buff your Yavimayan Enchantresses.

Primal command should keep you safe from board wipes, and if you've been playing lands with Courser and One with Nature properly you should be able to recycle your grave yard, play those enchantresses you've been hanging on to, and basically put all of your deck back in play in one or two turns. This means that, at times, it may be favorable to wipe your own board (and enemy enchantments and artifacts) with fracturing gust in order to gain an amazing amount of life (potentially 46 from this deck, not counting enemy's enchantments and artifacts).

Deck Tags

  • Aggro
  • Mono Colored
  • Enchantment
  • Enchantment
  • Legacy

Deck at a Glance

Social Stats

4
Likes

This deck has been viewed 21,673 times.

Mana Curve

Mana Symbol Occurrence

600053

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Mono Green Enchantments

This deck, like many of my others, stomps players in to dust. I will not apologize for liking big fat creatures.

0
Posted 04 September 2012 at 15:02

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You want to play rancor here.
And... I hate to sponsor myself, but I think that HERE
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http://www.mtgvault.com/ViewDeck.aspx?DeckID=315451
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You could find some interesting ideas for green enchantments.

Oh yes, and you could fidget around with vitalize instead of instill energy, for mass combinations.

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Posted 05 September 2012 at 14:29

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As for Rancor, I considered it, but primal rage gives all my creatures trample, and I never have a problem with creatures being too small in this deck so the +2/+0 is moot.

Instill energy is VITAL for multiple untaps of my dryad arbor specifically, furthermore, I can't draw cards off of vitalize.

You'd better sponsor yourself. I do it all the time. How do you think I made front page? (and have a second deck on the way...)

As for your deck, I've already responded to rancor... Aspect of Mongoose might be good for my Yavimaya Enchantresses specifically, but not for anything else, also, it would also prevent ME from targeting my own creatures with enchantments, and my Privileged Position protects all my creatures at once. Rites of flourishing benefits my opponents and with my verduran/argothina enchantresses I find I have plenty of card draw anyway.

As for the other spells, I'm trying to make this deck thrive solely off of enchantments. :)

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Posted 06 September 2012 at 11:38

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Aura gnarlard he is a giant unblockable beat stick
Use him Beat people with that badger
He's common and he's a 2/2 for 3 he era +1+1 for every aura on the field and creatures with less power can't block him

Also to be honest I don't know how you don't have mana issues even with the 4 dryad arbors

An you think getting out there turn 4 is good psh how about a borgadan hellkite turn 1 not good enough how about 4? Still not good enough how about 4 and karrthyus tyrant o kind so hit do for 47 turn 1 still not good enough? Really? That's all I got
http://www.mtgvault.com/ViewDeck.aspx?DeckID=379904

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Posted 05 September 2012 at 14:55

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Can't find gnarlard... But if he only gets +1/+1 for auras then that eliminates about half my enchantments.

As for mana, I also have 4 wild growths that act as 4 more lands, 4 One With Nature to bring lands out as early as turn 2 (if equipped to arbor and no blockers yet) or repetitive after turn 3 (on a ledgewalker, my fave target for OWN), and a really low mana curve means 3 mana plays 84% of this deck. I just changed the deck before I put it on here, it was originally all for 3 mana or less and ran 4 overgtowth as well, but I find that once I'm equipping overgrowth, there's other stuff I'd rather put out, and that a single Mana Reflection would easily replace them.

Yes, I know how to play 4 bordadan hellekites on turn 1. I don't play with or against 3 turn (or less) win decks, I find them deathly boring. I much prefer games with give and take. My guess is your deck is a dragonstorm deck. Dragonstorm is a fantastic build that allowed for turn 1 kills in standard (while it was legal). It was one of the first combo decks I analyzed, but as I said, I dislike turn 1-3 kill decks.

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Posted 06 September 2012 at 11:55

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Sorry for not replying earlier, but the advice you gave me really helped me build my deck. You had a lot of good insights so thank you for that. I'll comment what I thought about your suggestions on my deck site. . .eventually.
Well, going in, you posted on my page that this deck could do 300 unblockable damage by turn 4-5. I've been looking through all of your cards, and it's probably because I don't have a feel for the deck as I've never played with it, but what combos get you to that number?

When you say that there is a possibility for for 46 life gain from fracturing wind, that would mean that you would have to have 23 enchantments out. Even with card draw like you have, the average is probably a lot lower then that right? You have 22 enchantments and 4 enchantment creatures so . . I guess there is the potential to have that if the game runs long and you get most of your deck out. . .but I don't see how practical that number is. And the other thing with fracturing wind is I don't think I would feel comfortable with that . . .building my enchantments only to kill them by my own hand. I'd feel heartbroken watching them leave the battlefield. And it's not guaranteed that you'd always get primal command to off set the damage (though that is the reason why there is only 1 fracturing wind and two primal commands). And then this next part is just pure speculation, but if someone has gotten you down enough where you need to destroy your enchantments just to keep alive (or perphaps even if you just felt like gaining a bit of a cushion), wouldn't giving them two turns head start really hurt you in the long run as you scramble to rebuild your battlefield?

Random Segway number 3-Do you play against people with board wipes often enough to need primal command? I played against my family which none of their decks have board wipes that's why I decided to not put that in my main deck. How often do people have them? Then again all of the games I've played have been very causal.

And I am sorry if this comment comes off a bit like heckling. As I don't have the knowledge to give suggestions like you did, I decided that I would try to leave a thoughtful reply at the very least because of all the time you spent replying to mine.

And lastly, why do you have 5 tags? I thought the limit was 4.

1
Posted 26 June 2015 at 01:40

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Note: A fully equipped Dryad Arbor with this current deck's set up will tap for 40 mana per turn.
That's 5 (one normal, 4 more from instill energy) taps for 8 mana each, 1 from the arbor itself, and 7 mana from enchantments.

Nykthos can tap for up to 45 mana per turn (90 if you tap it out, float the mana, then play a second Nykthos, destroying the first one) with this deck.

Neither of those scenarios is particularly likely (they are extreme examples), nor should either of them be necessary to win, but if you make even half that much mana in one turn, you can easily Fracturing Gust>Primal Command>Spend your remaining 30 or so mana putting all your enchantments back in to play in the same turn (assuming you have at least 2 creatures in play that allow you to draw every time you play an enchantment, something that happens frequently in this deck).

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Posted 26 June 2015 at 11:19

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(edited form of above deleted comment because I realized I made a mistake in it too late to edit)
Lol, no worries. I have 5 tags because I posted this deck and tagged it before they instated a tag limit (tag limit should be higher anyway).

The 300 unblockable damage might have been in an older iteration of this deck, not sure if it carried over, but I can play heaps of cards from the deck by turn 5 thanks to crazy card draw and mana acceleration. It can get every card in the deck out by turn 6-7 at least (again, this is an IDEAL draw).

The potential for life gain is the maximum possible assuming every enchantment was in play, and don't forget that fracturing gust can destroy all of my opponent's enchantments and artifacts, and that I get to choose two effects to trigger off of Primal Command, thus I can return a permanent to the top of my opponent's deck. That's not an average, and the deck rarely gets every enchantment in to play, but even with half of the enchantments in play that's still 24 life, more than players even start with. Many decks can't do that much that quickly (especially in a casual setting) so it can be well worth the reset.

Board wipes are fairly common in casual play, being able to do something with one's graveyard is generally a good idea if your deck relies on having a massive amount of cards in play.

For maximum mana acceleration in this deck one needs:
Turn 1 - Dryad Arbor
Turn 2 - Forest and Argothian
Turn 3 - Forest (tap a forest), Instill Energy on Dryad arbor (draw), tap second forest for a Utopia Sprawl on Dryad Arbor (draw), tap Dryad for 2 mana, untap, play another Utopia sprawl and instill energy on it (draw 2, untap) tap for 3 etc...
Turn 4 - Forest, and snowballing mana due to both Nykthos and Dryad Arbor + card draw. Aura Gnarlid becomes unblockable with one Ancestral Mask, Ledgewalker can only be blocked by flying (gets around reach), and even Yavimayan can be given Trample thanks to Nylea.
Feel free to work out exactly how much damage you could hypothetically do with one swing by turn 5. I did this a few times with older iterations of this deck, the cards were slightly different (had 4 Arbors, Utopia Sprawls, and Overgrowths, so it was easier to get those cards together). I did it without the help of Argothian Enchantress though, she speeds the whole thing up by one turn compared to Verduran Enchantress.

Remember, 2 Ancestral Masks on a Aura Gnarlid means it's getting +5 from each other Aura in play (only +3 from each of the masks). Throw a Blanchwood armor on it as well and it's getting buffed from all the forests. Combined with the enchantments you had out on turn 3 in the example above and it would be over a 30/30 with just those 3 cards.

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Posted 26 June 2015 at 11:23

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