Karametra Enchantment EDH

by Zyven on 17 August 2014

Main Deck (99 cards)

Sideboard (12 cards)

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

EDH Enchantment Voltron
Still in building phase but looking for input to make it better.

How to Play

Combos:
Ajani's Chosen + Heliod, God of the Sun = 2/2 and 2/1 for 4 mana.
Argothian Enchantress or Mesa Enchantress or Veduran Enchantress or Eidolon of Blossoms or Enchantress's Presense + Flickering Ward = Draw engine.
Sigil of the Empty Throne + Flickering Ward or (Little slower) Mana Bloom = 4/4 flyers.
Island Sanctuary + Any Enchantress + Flickering Ward or Mana Bloom = Slow opponent down or stop them in their tracks.
Krond + Aura = Duh. AHAHH.

Deck Tags

  • EDH
  • Enchantment
  • Draw

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 2,289 times.

Mana Curve

Mana Symbol Occurrence

5700039

Card Legality

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

Deck discussion for Karametra Enchantment EDH

Auras to consider:

Battle Mastery: Because double strike is always OP. Honestly the biggest problem with Battle Mastery is it winds up being the best card to tutor for in most situations.

Indestructibility: I'd much rather run this over Gift of Immortality when there are no enter-the-battlefield effects to piggyback off it because with Gift any other auras don't come back when it dies. Plus in a pinch Indestructibility can go on anything not just creatures. I'd probably run Shield of the Oversoul over Gift, too.

Pariah- Slap it on Karametra (or better yet someone else's Theros god) and nobody will even bother attacking you.


Enchantments to consider:

Abundance- It's solid on it's own letting you guarantee a land or guarantee you don't get a land, but if you happen to have Sylvan Library out it lets you keep all three cards.

Aura of Silence- Stony Silence is great, but you can make everything even worse with this, plus sacc it if you need to take something out.

Karmic Justice- Makes everyone decide that Tranquility or any board wipe is a bad, bad idea when it lets you take out a dozen of their permanents in the process.

1
Posted 18 August 2014 at 22:15

Permalink

Can't believe I forgot Battle Mastery and Shield of the Oversoul. Both excellent. And Karmic Justice does take care of some board wipes at well. Friend looked at the list and just said Tranquility as well...

I like Gift of Immortality for Saffi and Spore Frog, but considering in the long run, will probably pull it. Indestructibility is a good card, and using it on anything is excellent. May have to reconsider a few cards and work it in.

With all the draw, Abundance would be fairly helpful. I was unaware of interaction with Sylvan Library, so that is an interesting combo to try and pull off. Stony Silence is mostly in to mess with the heavy artifacts in commander. Nothing like an opponent dropping a dead Sol Ring, Mana Crypt, Mana Vault or staring with dead eyes at a Nev Disk.

Thank you for the cards and input, it is all appreciated.

0
Posted 19 August 2014 at 20:22

Permalink

I actually JUST started running Karmic Justice this week in my Sigarda version of this deck because of a misunderstanding of the rules. I was under the impression KJ wouldn't work with board wipe because a wipe killed the enchantment at the same time as everything else. It doesn't work like that, though, according to rule 603.6d which more or less states that exist-the-battlefield effects check the state retroactively. So if someone casts a Tranquility and KJ is in play it will still trigger for every permanent you lose. Wanna cast Tranquility? Then I'll kill your lands :)

1
Posted 19 August 2014 at 21:05

Permalink