Kor enchants

by hewhoistall on 03 May 2010

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Description

This deck revolves around kor spiritdancer and aura gnarlid (pumping them with enchants) and before i give it a go i would like some feedback on what should and should not be played. I also realize that this deck (despite being tourney quality) does not have a sideboard. this is because i simply want to focus on the core deck for now. thanks

Deck Tags

  • Tournament

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

2360015

Card Legality

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

Deck discussion for Kor enchants

this deck layout seems to be AMAZING in fact the only thing i would suggest in any situation is maybe whispersilk cloak. When you win the first game they are going to sideboard removal against your enchantresses and that is probably the biggest part of your deck. you need to protect her at all cost. A friend of mine played a similar deck with only 2 creatures both centered around the enchantresses, if he lost those creatures, he lost the game. Take the seaside citadel out. instead run four of the celestial collonades. those are good bloackers. sideboard 3 mroe open the vaults and 4 rafiq of the many. the double strike isamazing with a 20/20 unblockable shroud. haha. If they run an esper deck with many artifacts (master transmuter and stuff like that) they will LOVE the open the vaults soo you take them out and get that rafiq in.

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Posted 04 May 2010 at 01:07

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sorry i got carried away with typing seems i added in mroe things eh?

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Posted 04 May 2010 at 01:08

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Thanks a lot for all the input. i want to keep mostly enchants maindeck so i'll sideboard the cloaks to see how they work and the other open the vaults will be sideboarded as well. sadly i don't have the money for the lands or for rafiq but keep the suggestions coming because all of them are appreciated :D

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Posted 04 May 2010 at 14:07

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I've been trying something similar. The problem I have had through my playtest is creature scarcity. All the enchants you have depend on having a creature to enchant. Meaning that if you do not draw into a creature and have a few lined up, you will usually get squashed pretty quickly. "In response to you casting xxx umbra, I terminate. Meet path, etc." So for it work, you tend to have to be lucky on your first hand draw, lucky to get your first umbra or better yet canopy, then after time lucky to get gnarlid out safely.

After a while I decided to go with a pacify/mind control deck. Swapped my defensive aura's for offensive auras such as pacifism, guard duty, narcolepsy. domestication, and mind control. I keep the eel umbra because it can flash. Then kept the esential creatures, Kor, gnarlid, and Sovereign. I think of Kor as my cantrip creature and spot removal spell sponge. The domesticate and/or mind control, forces the opponent to waste their removal spells on their own creatures. Also you want at least two conscription, in case you draw one.

Aura finesse is awesome with this style. If they cast a better creature, then finesse the mind control to the new one and pacify the old one. (draw two cards, steal a creature, and make the other useless for 2 mana.) Open the Vaults is still fine. Even if you day of judgement the creatures, your opponent will have a new one out usually on next turn. and all those auras can fall on that one creature while the gnarlid obliterates them.

Gnarlid is the big monster here. Kor can be, but gnarlid doesn't need the auras on it to win. Also consider spreading seas especially for sideboard.

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Posted 12 May 2010 at 22:38

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