Undying Enchantments

by Thebeeja on 15 July 2013

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

So like many of my other "turtle" decks, i like stuff like sphere of safety. So as of the essence of turtling, lots of defensiveness. Sphere, prison term, leyline of sanctity, journey to nowhere, imperial mask, greater auramancy, ghostly prison are all for defensive purposes, and endless horizons (along with the sacred foundries) helps out with mana. Lost Auramancers will help you boost your defense in whatever manner you wish to, and seeing as your defense will help defending yourself and him, you'll most likely keep him for the three turns, unless yer opponent got burns he's mad at you for not being able to use much. Now for the killcons:
Luminarch Ascension: Being hexproof and sitting behind a giant wall, this will "quickly" get up to the four counters. With excess mana to spare, spit out angels like crazy with this baby and flood the opponent while they can't attack you.
Undying Flames: Every turn, you deal 2-6 damage and mill up to 17 cards (VERY unlikely). Seeing as you want to have a solid defense before casting this because of the nature of "Epic", you'll probably have more than 6 lands in play, and unless you suck hard at shuffling your deck, you'll max throw away 4 lands. NOTE: Lands are not spells! You are free to cast lands from your hands because they're not spells.
Curse of Bloodletting is mainly just to accelerate the beforementioned killcons.

I had originally planned to have this deck be more red, but so many defensive parts of white were more appealing compared to the lesser interesting enchantments red harbors.

Deck Tags

  • Turtling
  • Enchantment
  • Undying Flames
  • Epic

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

4300100

Card Legality

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

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