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Budget Commander #73 - Yenna's Cheap Enchantments

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Hello awesome folks! I hope that your day is going super-mega well! Today I want to grab a Budget Commander from Wilds of Eldraine called Yenna to build my next installment of Budget Commander around! This is my 3rd Commander from WOE and last week was Rakdos Life Loss with Rowan.

Who and what will my brew look like?

Yenna, Redtooth Regent

Here's my leader! Yenna costs four for a 4/4 so she's on curve in Selesnya colors. Then she costs just 0.49 cents as a bulk rare here at CoolStuffInc.com and she has one ability to tap with two mana at sorcery speed to copy an enchantment I control if it doesn't already have a copy of it. If it was an Aura I copied, I scry 2 and untap her to do it again or just attack in the combat step in pre-combat.

This budget minded series must come under the previous one's budget which was $32.14, which does not include basic lands, but other lands and such yup. In this article, I look at each card's price here at CSI and only consider the cheapest near mint copy. Also, as a note, the prices cited from when I write this over two days compared to publication a week later to when you read it can change and shift, so cards may drop or rise, but the basic point of a budget-based deck remains. For example, one week before I wrote this when I claimed Yenna, she cost 75 cents here and dropped in value already but the basic point stands.

Ready for my deck? Let's get this thing started!

Section 1: Ramp, Rocks, Land

In my budget builds, I always start with this because I don't want to leave out the ability to cast my stuff. Let's look at this stuff together! We are in the color of ramping lands like Cultivate, ramping dorks like Birds of Paradise and ramping Auras like Wild Growth. Ideally, here we'll be leaning hard into Auras that ramp lands and some backup land ramp since they won't be destroyed accidentally by a Farewell.

Peregrination costs four and is a Cultivate for one more mana and then scries 1 so you get something else. Verdant Mastery costs half of Explosive Vegetation on the secondary market. You can cast it for four, fetch out three lands, one for a foe and two for you and then put another into your hands - you netted another land in hand at the cost of giving someone a land for free. There's always someone mana screwed at the kitchen table to help them out with and if you top deck it after you have 6 mana, you can just cast it as is without helping another.

Abundant Growth
Gift of Paradise

Now let's turn to Auras that enchant your land with ETB ability commons. The one-drop ETBs and you draw a card, nice. Then you can tap your land for any color that you need. The three-drop ETBs and you gain three life, nice. Then you can tap the enchanted land for two mana of any one color. The ETB stuff is here to copy and get another of, so we'll be leaning into ETB triggers.

Let's finish my land Auras with this three-drop common section. New Horizons ETBs with a +1/+1 counter on a dork, ideally your leader with Commander Damage or someone enchanted with game winners we'll see later and then the land taps for two of any color. Overgrowth will tap for double but doesn't add anything.

Krosan Verge
Temple of Plenty

Let's finish this section with lands! The Verge ETBs tapped so you cannot use it immediately, then you can tap it for Colorless. Then you can sac it with two mana to fetch out both a Forest and a Plains tapped on your battlefield. Note that the use of the word "basic" is missing here so you can get duals, and one is cheap enough to run here. The Temple also ETBs tapped so you take a turn off, and then it taps for both of your mana and on arrival to the battlefield you scry 1 again, nice.

  • Budget after Commander and Section 1: 6.31

Normally I turn from ramp and lands to answers, but in today's deck I want to have enough budget space for synergies, so we'll be looking at that next:

Section #2: Synergies and Winning Conditions

Calix, Destiny's Hand
Brilliant Restoration

Now let's turn to synergies and Win-Cons! We'll start with our bulk rare planeswalker in our colors and archetype. For four mana you get an on curve four loyalty. Then you can +1 him all day long to dig four and draw an enchantment from your library. We'll definitely have enough enchantments to pretty much always draw one and sometimes have an option for two. Then you can -3 him once with his starting loyalty to exile an opposing dork or enchantment until an enchantment you control leaves the battlefield, so he's a temporary removal spell here as well. Love him here loads. The sorcery costs a pricey seven mana with four White mana in the cost, rough, but we are in the color of ramp. You can bring back all of your dead artifacts and enchantments to the battlefield from your graveyard, just you.

Now let's turn to win-cons. Ethereal Armor costs one to drop, and gives it a power and toughness boost equal to your enchantment count and first strike too, you'll want to run this all day long. I also tossed in recently downshifted to common All that Glitters that pumps for artifacts and enchantments for two mana but no first strike, and as you saw I have an artifact land. Archon of the Wild Rose costs four for an on curve beating 4/4 flyer. And then your enchanted stuff becomes a base 4/4 flyer - nasty winning and synergy here.

Sigil of the Empty Throne
Heliod's Pilgrim

Check out this pair of mono-White stuff! The Sigil costs five and then when you cast an enchantment you make a free 4/4 flying Angel. Note that this is a cast trigger not an ETB one, so you will still resolve when countered. It's under a buck and it's a token making win-con. The other two in the genre called Ajani's Chosen and the other Archon are here as well making dorks on arrival with enchantments letting you go wide for wins with no extra mana needed. The Pilgrim costs three for a smaller 1/2 body, he's here for that ETB ability to Tutor an Aura from your library to your hand. The other Tutors like Idyllic are too pricey for this brew. But not this common!

Danitha, New Benalia's Light costs three and make a 2/2 with three keywords - all three are good here. Trample is great with raw damage pumpers, lifelink is great with big damage pumpers too to make huge life swings, and then the vigilance will let you swing for wins and keep back to block. Then, on your turn, you can cast one Aura or Equipment from your graveyard for its normal mana cost. Brillant recursion here!

Light-Paws, Emperor's Voice is a Bear and lacks the massive four set of abilities, but its one is pretty nifty. When an Aura ETBs, did you cast it? Great! Search your library for one equal to or fewer than its mana cost and drop it for free attached to this. Nasty synergies and win cons for under a buck each here, right

Generous Visitor
Destiny Spinner

This Green uncommon creature pair are my final pair in this section! The one-drop can be cast very early. Then as you cast enchantments, put a +1/+1 counter on anything you control. It's a going up ability to win faster with Yenna or an Aura'd game winner. It's very strong synergy here and you can begin the beats with it as soon as turn 2. The two-drop is an enchantment creature and on a nice sized 2/3 body. Once it's in play, your creatures and enchantments cannot be countered. And that's pretty much everything here. Then you can spend four mana without tapping it and over and over again as a mana sink to win the game. How so? By making a land with power and toughness equal to your enchantment count with haste too. It's just for the turn, but that could be two or three beaters to win quickly. It's a win con and synergy in one powerful two-drop!

  • Budget after Commander, Section 1-2: 16.20

Section #3 - Card Draw:

Mesa Enchantress
Tanglespan Lookout

Now let's turn to card draw and flow things! The name of this genre of deck is called "Enchantress" after Vesuvan Enchantress and her much cheaper color swap up there. This three-drop 0/2 isn't about size, just about card draw. For each enchantment you cast, draw a card. I am also running this on an enchantment called Enchantress's Presence. The other three-drop gives you a red zone-able 2/3. When an Aura ETBs, you can draw that card. Note that that's not a cast trigger, it'll work for copies from Yenna, but it's just limited to Auras, not all enchantments.

Now let's move to this mono-White pair. Sage's Reverie costs four and on arrival to the battlefield you'll draw equal to your Aura attached to creature count - note it won't work on land Auras. It's also an ETB ability to copy once more for another big go. Then it's a win con since it grows in size for your Aura on creature count. Nice! Slumbering Keepguard costs one too. When an enchantment ETBs? Scry 1! That's not card flow, but it is recursive card quality since you can scry. This repeatable scry can set up a great Calix +1. Then you can give it power and toughness boosts for your enchantment count for each three mana you spend, so it's also a win con tethered to card quality on a mana sink.

Unquestioned Authority
Angelic Gift

The uncommon costs three and when it ETBs draw a card. Then copy it for another card. Then the enchanted dork gets protection from creatures, so it can swing past anything. Love this on your Commander for a Commander Damage kill or on your big beater. On a vigilance dork you can swing and block and survive anything that comes back. The two-drop is also a cantrip and gives flying. Evasion, free, abusable with copy effects, and just two mana? See why it's here?

  • Budget after Commander, Section 1-3: 20.66

I have 20 cards left. Next let's turn to answers!

Section #4: Answers

Benevolent Blessing
Cho-Manno's Blessing

We'll start with answers to answers in this common White Aura pair. Each has flash, costs two mana, and each gives the chosen dork protection from the chosen color permanently. The first won't remove all Auras or Equipment if you control it and they were already there, and the second won't worry about itself only if you choose White. These are here for a few reasons, primarily to choose the color of something targeting your key dorks for removal like Hero's Downfall or Vindicate. Now you can save it! It's also great for protection from burn mass or targeted, like against Blasphemous Act. You can also use it as a combat trick to save a key chump blocker to save you from dying like Mesa Enchantress. You can also give your bruiser protection from the only color in a defense and swing for game. This pair is awesome here!

Now let's turn to removal. Every deck needs mass removal, enter bulk rare Winds of Rath. This sweeps all non-Aura'ed things. And they cannot be regenerated either, but that's pretty rare these days. You can prepare for this by enchanting just one key dork per Aura you draw, and you might lose tokens or one or two minor dorks, but overall, it's worth it. Seal of Primordium costs two. Then you can sacrifice it for no mana at instant speed to Naturalize a target; I love this prior to casting your mass recursion. I am also running Seal of Cleansing.

Darksteel Mutation
Ossification

Now let's finish with Aura removal. Which I don't like with Winds of Rath except as an emergency with Heliod's Pilgrim to tutor for. The Mutation costs two. The enchanted dork gets indestructible, becomes a 0/1 without any abilities. It's here to handle annoying Commanders that you need an answer for to avoid sending to their Command Zone for another replay. It's also not bad on a Consecrated Sphinx, Deadeye or Opposition Agent. The second Aura also costs two and it's being run as a removal in Standard pretty heavily right now. You enchant a basic land, and then pull out an opposing dork or planeswalker from the battlefield until this leaves play.

  • Budget after Commander, Sections 1-4: 23.83

Another 9 cards, total - 49 cards, spots for 11 left and then more than 8 dollars left too, so I can run some more expensive cards in the last 11. Before I move to Auras to copy, let's knock out some more synergies and win-cons that cost too much:

Synergy Round #2

Michiko's Reign of Truth
Songbirds' Blessing

Synergies round 2 with this mono-White enchantment duo. The Saga costs two. On the first two turns, a dork you control gets power and toughness boost equal to your artifact and enchantment count. Then it transforms into a game winner with that same boost permanently. It's transformed version is an enchantment creature too by the by. The Aura costs twice as much and then when the enchanted dork attacks, you dig your library until you reveal an Aura. You may put it into your hand or the battlefield if it works for now, I like that may effect so you can save the flash protection Auras or the minus stuff if there is nothing running around. Great synergy there!

Section #5: Auras to Copy

Now let's finish with Auras to copy. The Cartouche cycle cost one each and then have two abilities. They give the enchanted dork a +1/+1 size and a keyword. Then they'll give you an ETB ability too. Cartouche of Solidarity gives first strike and makes a 1/1 grounded dork. Cartouche of Strength gives the evasive trample to go on your fat Aura'd dork or Commander. But you can also have it fight an opposing dork so its removal tied to a boost to your size. Both are great with copies to Fight or make another Warrior.

Colossification
Fists of Ironwood

Let's finish with this mono-Green Aura pair!!! The rare costs a massive seven mana, and it taps the enchanted dork, so cast it in the second main step after combat when it swung. Then it gets a massive +20/+20, which wins in one step of your Commander at 24/24 or on a beater like your trampling lifelnk we saw before. It's also awesome to copy and get another one to swing with a backup if the first one is answered. The common costs just two, gives the enchanted dork trample to again break through stalemates and makes two 1/1 dorks on arrival to the battlefield to copy once and make two more. I also have the two common Auras that make 2/2 dorks on arrival to the battlefield to copy as well.

After a few more additions here we are at $31.29 - 85 cents under our budget.

I'll add Rogue's Passage for 35 cents (for winning with Commander or evasive damage), and Terramorphic Expanse for 25 cents. What other lands can I add for a quarter? How about Graypelt Refuge?

That ties the previous one when I want to come under, but we'll leave it for today since that's pretty cheap stuff, ready for the deck?

Yenna, Redtooth Regent | Commander | Abe Sargent

  • Budget - $32.14
  • Target - $32.14

We met our target!

Options to expand include Earthcraft to untap Aura'ed lands; Reliquary Tower to keep from discarding your card draws from your Enchantress effects; Teferi's Protection to protect your permanents from exiling or mass removal; Privileged Position to protect your stuff by giving it hexproof permanently; Sphere of Safety to protect you from getting attacked en masse by foes; Hall of Heliod's Generosity to recur over time dead stuff to your library; Mirari's Wake to make mana and pump your stuff; Ancestral Mask to kill quickly in theme but it costs 1.99 for the cheapest one; Sylvan Library is good stuff; Also at 1.49 is Sythis, Harvest's Hand; Nyxborn Behemoth to kill quickly; Aura of Silence to answer things; or what about the awesome Mantle of the Ancients?

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