Enchant/Angel

by Jewitt on 03 July 2016

Main Deck (64 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Description

This is the end result/finished product of my very first magic deck I ever made. I wanted to make something different my friends wouldn't prep for so I originally went with just the enchantresses and then higher cost enchantments like sphere of safety and manabarbs. Started off as W/R and then W/R/B and now strictly white. I ran into the kor spiritdancers and decided to play auras. And with the goal of getting out as many angel tokens as possible I realized lower cost enchantments would speed up the process. This deck is basically the representation of my growth/learning curve I went through in this awesome game. After many MANY changes its finished and has a nice case and my friends loathe playing it.

How to Play

The only card I potentially hold back for later is Soul tithe although I usually don't even do that. This deck is pedal to the metal play as many enchantments and draw as many cards per turn as possible. If I'm lucky and draw a Spirit Mantle early game is usually over by turn 6-7. And then I have the Sigil of the empty throne for late game.

Deck Tags

  • Enchantment
  • Angel
  • Life Gain
  • Fast

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 788 times.

Mana Curve

Mana Symbol Occurrence

500000

Card Legality

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

Deck discussion for Enchant/Angel

I see some dangerous parts in this deck:
First you might have to mulligan some time to get a creature on your hand. I wouldn't bet my money on getting a creature when you have 8 cards out of 64 (60 would be better but that's another thing) . A 'normal' enchantment deck uses fast, hexproof, green creatures ("Gladecover Scout", "Silhana Ledgewalker", "Slippery Bogle") to overwhelm it's opponent very fast. Turn 6-7 is anything but fast to me, that would be Turn 3-5. You can stall him with your control enchantments but if he manages to play one good creature you can't enchant in time then you're in trouble.
Which brings me to the second Problem. The only 'protection' your creature gets against your opponents removal is "Hyena Umbra"...if you draw it. From my experience, if you loose your main attacking creature in such a deck it will be rather hard to come back into play.

The question is what do you want this deck to be? Fast or slow control and finish with angels?

If you want it to be fast(er) remove (or sideboard) 4 "Sigil of the Empty Throne", 4 "Seraph Sanctuary", 1 "Emeria, the Sky Ruin", 2 "Archangel's Light" (total of 11). Those are all rather lategame or sideboard cards.
If you need more creatures take a look at "Eidolon of Countless Battles" (potentially lethal but expensive) or "Elite Vanguard" (fast, simple, but effective)

Some suggestions for enchantments:
"Call to Serve", "Cowed by Wisdom", "Murder Investigation", "Prison Term", "Nimbus Wings"

Greetings
Muktol

0
Posted 04 July 2016 at 06:58

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Hello Multol,
My goal for this deck is simply to be a great deck I don't necessarily care about how I want it to be. I do know it is better the faster I play but I also know especially when I play with my buddies in a multi setting that by the time the others are dead someone has gotten some good setup in play and I may need the late game cards. One common theme in my decks I don't care too much about protecting my creatures I'm pretty cold blooded that way haha. I love the enchantment suggestions you made! I will definitely be using some when I get the chance. I never worry about not drawing a creature first hand. Yeah it isn't as great a setup but in just a 1v1 game 14 of my cards are ones that can be used to slow the opponent down my odds of getting them are pretty good. So not drawing a creature has never been an issue unless I'm playing multi and even then it's still not a big challenge.

Thanks
Jewitt

1
Posted 04 July 2016 at 13:19

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For multiplayer games, if you've got the budget, I would recommend "Ghostly Prison".
If you feel the need to protect a creature (or any other permanent) "Indestructibility" could also be worth a look. "Shielded by Faith" costs one mana less to play but is only printed for the commander series and thus not modern legal. Don't know if this might be a point. Last "Helm of the Gods" might be an option to give this deck "Ethereal Armor" number 5-8 and a little more power.

As for any late-game opponents with a strong (creature) defense: "Spirit Mantle" allows you to simply bypass defending creatures so I don't see a too big problem there.

0
Posted 06 July 2016 at 08:09

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