Hello, everyone! The plane of Theros has become synonymous with a few different things: Gods, Temples, and Enchantments, to name a few. This week, I have a few decks for you that are all heavily invested in Enchantments. Let's get started.
Azorius Enchantments
The first deck I have for you this week is a control deck with a few different finishers. Let's take a look at the deck:
Azorius Enchantments | THB Standard | hourglassdorfstein, aetherhub.com user
- Creatures (2)
- 1 Dream Trawler
- 1 Heliod, Sun-Crowned
- Instants (8)
- 4 Flicker of Fate
- 4 Lazotep Plating
- Sorceries (3)
- 3 Shatter the Sky
- Enchantments (22)
- 1 Eyes Everywhere
- 1 Kiora Bests the Sea God
- 2 Elspeth Conquers Death
- 2 Kasmina's Transmutation
- 2 Omen of the Sun
- 2 The Birth of Meletis
- 4 Banishing Light
- 4 Omen of the Sea
- 4 Sky Tether
- Lands (25)
- 14 Plains
- 7 Island
- 4 Hallowed Fountain
- Sideboard (15)
- 4 Brine Giant
- 2 Dovin's Veto
- 1 Mystical Dispute
- 4 Negate
- 4 Slimebind
I've mentioned before that Dream Trawler is a great finisher. It allows you to regain valuable points of life that you may have lost over the course of the game. It also draws you an additional card when you attack. When you combine Dream Trawler with Heliod, Sun-Crowned, another great potential finisher for this deck, you'll soon have a creature with lifelink that can become huge. You'll be able to attack in the air for a chunk of damage, gaining that much additional life, plus also acquiring +1/+1 counters, making Dream Trawler even more of a threat on future turns. Make sure you keep a card in hand that you can discard as a way of protecting Dream Trawler.
Another great finisher for this deck is Kiora Bests the Sea God. When you play this saga, you'll create an 8/8 Kraken creature token that has hexproof. If one Kraken isn't enough to get the job done, you can use Flicker of Fate to temporarily exile Kiora Bests the Sea God, creating another 8/8 Kraken token when it renters the battlefield. The second chapter of Kiora Bests the Sea God will tap down your opponent's nonland permanents for the following turn. Unless they can cast a quick blocker or two, you'll be able to swing in unheeded. The final chapter of Kiora Bests the Sea God allows you to take control of your opponent's best creature (or any other permanent they have in play) for the remainder of the game. This can also give you a crippling advantage.
The final finisher for this deck comes in the form of Eyes Everywhere. This enchantment is another way you'll be able to steal your opponent's best permanent in play for the remainder of the game. Or, at least, until they steal it back by activating Eyes Everywhere. Against an opponent that's not playing any Blue mana, you'll be giving them a free scry at the beginning of their upkeep in exchange for any permanent you want, with no fear of it returning to the opponent's side of the battlefield.
Bant Enchantments
The next deck I have for you takes some of the same cards from the previous deck and adds a splash of Green to them. Let's take a look at the deck:
Bant Enchantments | THB Standard | Zeke101, aetherhub.com user
- Creatures (8)
- 4 Setessan Champion
- 4 Starfield Mystic
- Planeswalkers (2)
- 2 Calix, Destiny's Hand
- Enchantments (26)
- 1 Kiora Bests the Sea God
- 2 Elspeth Conquers Death
- 3 Banishing Light
- 3 Guild Summit
- 3 Omen of the Sun
- 3 Prison Realm
- 3 The First Iroan Games
- 4 Medomai's Prophecy
- 4 The Birth of Meletis
- Lands (24)
- 1 Forest
- 1 Island
- 2 Plains
- 4 Azorius Guildgate
- 4 Gateway Plaza
- 4 Plaza of Harmony
- 4 Selesnya Guildgate
- 4 Simic Guildgate
This deck goes all in on enchantments. With nearly one-half of the deck being comprised of enchantments, your Setessan Champion should have no trouble becoming large and in charge. You'll also be drawing additional cards as well, most likely more enchantments that you can play to continue this cycle. Casting these enchantments only becomes easier with every copy of Starfield Mystic you have on the battlefield. Usually getting a pair of this Human Cleric into play will be just enough to make the majority of your enchantments cost only one colored mana.
This deck also features Guild Summit as a way of being able to draw additional cards. With twelve copies of various Guildgates in the deck, you'll usually be able to draw at least a few additional cards throughout the course of the game. Gateway Plaza is also a Gate that works in conjunction with Guild Summit, and Plaza of Harmony assists your Gates by providing you a few points of life as long as you have two or more Gates in play when Plaza of Harmony enters the battlefield.
One final card to mention is Calix, Destiny's Hand. While Calix doesn't fit into every deck, he certainly fits in well in a deck like this one. By getting Calix into play early, you can use his +1 loyalty ability to filter through your deck, four cards at a time, as you search out your enchantment cards. You can also use his -3 loyalty ability as a means of removal, especially if you know your opponent is playing colors that have difficulty removing enchantments from play. If you happen to be playing against an opponent that has no trouble destroying your enchantments, Calix's -7 loyalty ability can be just what the doctor needed. It's also great to use this ability once a few Sagas have been played out and are in your discard pile.
Abzan Enchanments
The final deck I have for you is an Abzan Enchantment deck that features a ton of planeswalkers. Let's take a look at it:
Abzan Enchanments | THB Standard | Mickid_Mtg, aetherhub.com user
- Creatures (3)
- 1 Cavalier of Dawn
- 2 Murderous Rider
- Planeswalkers (9)
- 1 Garruk, Cursed Huntsman
- 1 Liliana, Dreadhorde General
- 2 Elspeth, Sun's Nemesis
- 2 Kaya, Orzhov Usurper
- 3 Calix, Destiny's Hand
- Sorceries (7)
- 3 Agonizing Remorse
- 4 Kaya's Wrath
- Enchantments (16)
- 1 Elspeth's Nightmare
- 2 The Birth of Meletis
- 3 Elspeth Conquers Death
- 3 Oath of Kaya
- 3 Treacherous Blessing
- 4 Doom Foretold
- Lands (25)
- 1 Swamp
- 4 Plains
- 4 Godless Shrine
- 4 Overgrown Tomb
- 4 Temple Garden
- 4 Temple of Malady
- 4 Temple of Silence
As I mentioned when discussing the last deck, Calix, Destiny's Hand can do a lot of work in a deck that features a ton of enchantments. While this deck has less than the previous deck, it still has roughly 25% of the deck being comprised of enchantments, so you'll find one with every activation of Calix's +1 loyalty ability, on average. But Calix isn't the only planeswalker in this deck.
Garruk, Cursed Huntsman, Liliana, Dreadhorde General, and Elspeth, Sun's Nemesis all have loyalty abilities that allow you to create creature tokens. Garruk creates two 2/2 Wolf tokens, Liliana creates a 2/2 Zombie token, and Elspeth creates two 1/1 Human Soldier tokens. While these aren't huge creatures, you'll be able to use them to get in for a little damage occasionally. More importantly, you can use them as chump blockers, allowing you the time needed to build up your planeswalker's loyalty so you can use their more powerful abilities.
Once you get to the point that you have a stable base of planeswalkers in play, you can cast Treacherous Blessing. This enchantment allows you to draw three cards when it comes into play. Use those cards sparingly, though, since casting a spell will cause you to lose one point of life while Treacherous Blessing is in play. You can mitigate this damage if you happen to get a copy of Doom Foretold into play, which will allow you to sacrifice Treacherous Blessing.
Wrapping Up
Decks focusing on enchantments have the potential to become very powerful, especially considering that not every color of mana can deal with enchantments once they're in play. Hopefully I'll get the chance to put these decks together on Magic Arena in the next few days and try them out.
What do you think of these decks? Do you have any suggestions for improvements? Let me know by leaving a comment below or email me directly at mikelikesmtg@gmail.com. Also, feel free to share this article with your friends anywhere on social media. And be sure to join me here again next week as I continue my search for innovative decks in Standard. I'll see you then!
- Mike Likes