Enchantment Lockdown

by holloway1 on 15 March 2013

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (2)


Instants (8)

Artifacts (2)


Enchantments (3)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This deck focuses on landing a bunch of enchantments and then sphere of safety to prevent your opponent from attacking.

How to Play

Wait the first couple turns out putting down at least one extort stick then bust out all the shit turn 3/4 then get to your sphere through any means possible as you will eventually not be able to stop the next creatures then just extort your way to happiness or make them realize they have no hope
witchbane orb stops red deck wins somewhat
avacyn prevents things from destroying all the things
dispel is for naturaliz, ray of revelation, sundering growth sideboards
dissipate is for random things you need to counter like merciless eviction or acidic slime sideboards
pacifism is keep even more creatures under control if needed
safe passage is for if they manage to get some guys through

Deck Tags

  • Lockdown
  • Azorius
  • Blue
  • White
  • Enchantment
  • Standard
  • Gatecrash
  • Return to Ravnica
  • sphere of safety
  • blind obedience
  • Extort
  • Orzhov
  • Jace
  • Gideon
  • Stall

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 3,241 times.

Mana Curve

Mana Symbol Occurrence

2630000

Card Legality

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

Deck discussion for Enchantment Lockdown

Then what do you do in game two? When they slaughter games your Sphere of safety and your Jace, Architect of thought? Or you happen to go up against one of the myriad of turn four kills? I get it, over the top control? What can beat it right? It's surprisingly more fragile than you think.

A few well played counter spells or avoidance spells, say cloudshift or negate, and this deck crumbles.

There is also nothing to get people playing cards in this deck. Oh hey everything I play gets removed... huh, I guess I best just wait until I have the perfect hand, play it all at once, and finish this in one turn? Yeap, that will happen. It doesn't matter how much control you have, If I can get spark trooper double strike'd with boros Charm, and then fling him at you, there isn't anything you can do. All that would take eight mana, probably more to prevent him from being countered.

The bottom line of this, run more creatures. Just because you can stop what I am playing, doesn't mean I can't wait until the right time. Control decks are meant to buy time until you can play some big beater, or some unstoppable combo.

0
Posted 16 March 2013 at 01:13

Permalink

Agreed. Running 4 creatures is not a great defense if they have some removals like surgical extraction and slaughter games

0
Posted 16 March 2013 at 01:19

Permalink