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CardShark Content - macro (4/23/2001)

With the introduction of Seventh edition, we are likely to see a big shakeup in the type 2 format. Until recently we were seeing solid shows by Fires decks, Rebel decks and a few other arche-types. Planeshift brought some serious power to the B/R color combo and many B/R speed decks came about led by Pyre Zombie
Pyre Zombie
Pyre ZombieSet: Invasion
Cost:
3
Color:
Multicolor
Type:
Creature
Sub Type:
Zombie
Rarity:
R
Number:
261
Artist:
Nelson DeCastro
Power:
2
Toughness:
1
Text:
At the beginning of your upkeep, if Pyre Zombie is in your graveyard, you may pay 1BB. If you do, return Pyre Zombie from your graveyard to your hand.1RR, Sacrifice Pyre Zombie: Pyre Zombie deals 2 damage to target creature or player.
s, Phyrexian Scuta
Phyrexian Scuta
Phyrexian ScutaSet: Planeshift
Cost:
4
Color:
Black
Type:
Creature
Sub Type:
Zombie
Rarity:
R
Number:
51
Artist:
Scott M. Fischer
Power:
3
Toughness:
3
Text:
Kicker-Pay 3 life. (You may pay 3 life in addition to any other costs as you play this spell.) If you paid the kicker cost, Phyrexian Scuta comes into play with two +1/+1 counters on it.
s and Flametongue Kavu
Flametongue Kavu
Flametongue KavuSet: Planeshift
Cost:
4
Color:
Red
Type:
Creature
Sub Type:
Kavu
Rarity:
U
Number:
60
Artist:
Pete Venters
Power:
4
Toughness:
2
Text:
When Flametongue Kavu comes into play, it deals 4 damage to target creature.
s. With the introduction of 7th, we see a return of many old favourites from the Urza
Urza
UrzaSet: Vanguard
Type:
Creature
Sub Type:
Character
Rarity:
X
Number:
7
Artist:
Mark Tedin
Power:
-1
Toughness:
+10
Text:
3: Urza deals one damage to target creature or player.
's block including solid cards like duress, ostracize, megrim and persecute not to mention abyssal specter and abyssal horror. We are sure to see some hand destruction decks again.

We also got Coat of Arms
Coat of Arms
Coat of ArmsSet: Exodus
Cost:
5
Color:
Colorless
Type:
Artifact
Rarity:
R
Number:
131
Artist:
Scott M. Fischer
Text:
Each creature gets +1/+1 for each other creature in play of the same creature type. (For example, if there are three Goblins in play, each of them gets +2/+2.)
back and some solid showings in the Gobilin, Elf, Kavu, Rebel and Soldier creature types to use it. Finally, we see the reintroduction of Verduran Echantress (with some nice new artwork to boot). We are still lacking the beautiful Argothian Enchantress
Argothian Enchantress
Argothian EnchantressSet: Urza's Saga
Cost:
2
Color:
Green
Type:
Creature
Sub Type:
Enchantress
Rarity:
R
Number:
234
Artist:
Carl Critchlow
Power:
0
Toughness:
1
Text:
Argothian Enchantress cannot be the target of spells or abilities.Whenever you successfully cast an enchantment spell, draw a card.
, especially with its non-targetability in this heavy control environment; even so, the return of the companion Yavimaya Enchantress
Yavimaya Enchantress
Yavimaya EnchantressSet: Urza's Destiny
Cost:
3
Color:
Green
Type:
Creature
Sub Type:
Druid
Rarity:
U
Number:
125
Artist:
Matthew D. Wilson
Power:
2
Toughness:
2
Text:
Yavimaya Enchantress gets +1/+1 for each enchantment in play.
makes for a reliable type 2 enchantress variant that may turn a few heads and make the grade as an arche-type in the new standard environment.

To begin, this is not your typical enchantress deck. Since we are a bit light on both card drawing creatures having only one now and also light on good usable enchantments, we need to take a new approach to the deck. The approach I have chosen to take is one of mana efficiency, card drawing, mana accelleration enchantments and the use of Maro
Maro
MaroSet: Classic Sixth Edition
Cost:
4
Color:
Green
Type:
Creature
Sub Type:
Elemental
Rarity:
R
Number:
241
Artist:
Stuart Griffin
Power:
*
Toughness:
*
Text:
Maro's power and toughness are each equal to the number of cards in your hand.
as a secondary kill card.

Here's the spell list with mana curve:

4:Spellbook
Spellbook
SpellbookSet: Exodus
Cost:
0
Color:
Colorless
Type:
Artifact
Rarity:
U
Number:
138
Artist:
Ciruelo
Text:
Skip your discard phase.
0
4:Wild Growth
Wild Growth
Wild GrowthSet: Revised Edition
Cost:
1
Color:
Green
Type:
Enchant Land
Rarity:
C
Artist:
Mark Poole
Text:
Whenever the usual mana is drawn from target land, Wild Growth provides an extra G.
1
4:Seal of Strength
Seal of Strength
Seal of StrengthSet: Nemesis
Cost:
1
Color:
Green
Type:
Enchantment
Rarity:
C
Number:
115
Artist:
Christopher Moeller
Text:
Sacrifice Seal of Strength: Target creature gets +3/+3 until end of turn.
1
4:Whip Silk
Whip Silk
Whip SilkSet: Invasion
Cost:
1
Color:
Green
Type:
Enchant Creature
Rarity:
C
Number:
225
Artist:
Dave Dorman
Text:
Enchanted creature may block as though it had flying.G: Return Whip Silk to its owner's hand.
1
4:Saproling
Saproling
SaprolingSet: Phyrexia vs. The Coalition
Cost:
0
Color:
Colorless
Type:
Creature
Sub Type:
Saproling
Rarity:
C
Number:
3
Artist:
Warren Mahy
Power:
1
Toughness:
1
IENsdXN0ZXI= 2
4:Fertile Ground
Fertile Ground
Fertile GroundSet: Urza's Saga
Cost:
2
Color:
Green
Type:
Enchant Land
Rarity:
C
Number:
252
Artist:
Heather Hudson
Text:
Whenever enchanted land is tapped for mana, it produces an additional one mana of any color.
2
4:Howling Mine
Howling Mine
Howling MineSet: Revised Edition
Cost:
2
Color:
Colorless
Type:
Artifact
Rarity:
R
Artist:
Mark Poole
Text:
Each player must draw one extra card during the draw phase of each of his or her turns.
2
4:Verduran Enchantress
Verduran Enchantress
Verduran EnchantressSet: Revised Edition
Cost:
3
Color:
Green
Type:
Creature
Sub Type:
Enchantress
Rarity:
R
Artist:
Kev Brockschmidt
Power:
0
Toughness:
2
Text:
While Enchantress is in play, you may immediately draw a card from your library each time you cast an enchantment.
3
4:Yavimaya Enchantress
Yavimaya Enchantress
Yavimaya EnchantressSet: Urza's Destiny
Cost:
3
Color:
Green
Type:
Creature
Sub Type:
Druid
Rarity:
U
Number:
125
Artist:
Matthew D. Wilson
Power:
2
Toughness:
2
Text:
Yavimaya Enchantress gets +1/+1 for each enchantment in play.
3
4:Maro
Maro
MaroSet: Classic Sixth Edition
Cost:
4
Color:
Green
Type:
Creature
Sub Type:
Elemental
Rarity:
R
Number:
241
Artist:
Stuart Griffin
Power:
*
Toughness:
*
Text:
Maro's power and toughness are each equal to the number of cards in your hand.
4


4:Land Grant
Land Grant
Land GrantSet: Mercadian Masques
Cost:
2
Color:
Green
Type:
Sorcery
Rarity:
C
Number:
255
Artist:
D. Alexander Gregory
Text:
If you have no land cards in hand, you may reveal your hand instead of paying Land Grant's mana cost.Search your library for a forest card and put that card into your hand. Then shuffle your library.

16:Forest
Forest
ForestSet: Oversize Cards
Color:
Land
Type:
Land
Rarity:
X
Artist:
Tony Roberts
Text:
T: Add G to your mana pool.



The goal of playing the deck is to get a howling mine and a verduran enchantress out as fast as possible to accellerate your card drawing. Spellbook
Spellbook
SpellbookSet: Exodus
Cost:
0
Color:
Colorless
Type:
Artifact
Rarity:
U
Number:
138
Artist:
Ciruelo
Text:
Skip your discard phase.
is a good first turn drop if you have nothing else to do and will be used later in the game to fill your hand with tons of cards and never need to discard. This helps you with 2 other kill outcomes. The first is using Maro
Maro
MaroSet: Classic Sixth Edition
Cost:
4
Color:
Green
Type:
Creature
Sub Type:
Elemental
Rarity:
R
Number:
241
Artist:
Stuart Griffin
Power:
*
Toughness:
*
Text:
Maro's power and toughness are each equal to the number of cards in your hand.
to make him really large and attack your opponent and the second is to create a weeny assault team of saprolings using the saproling cluster enchantment.

Once an enchantress is in play, you obviously want to start playing enchantments and getting card draws until you reach the cards you want. Use wild growth and fertile ground intelligently on untapped lands to get the maximum mana per turn. Seal of strength is a good choice as an enchantment for this deck because it is 1 mana, lets you pump up any of your kill cards, or possibly save them from shocks if they come out early game. It also can be cast early game if you do not have any creatures in play.

Whip silk is a great addition to this kind of deck because it allows you to return it to your hand for 1 green mana. This is important to prevent yourself from getting "stuck" by drawing non-enchantments from your Verduran ability. In play, if you have 6 mana open and you draw a land, you can simply play whipsilk on your enchantress, draw a card, pay 1 green, return the whip silk to your hand, play it again and draw another card, etc... this kind of play can easily get you through some of the clumps in your deck and get a nice hand size and all the cards you want. It also lets you pump up maro later or get cards to dump to the saproling cluster not to mention it lets you block fliers.

The mana curve on the deck is really light and provides a very fast offensive strike. You need a turn or 2 to get started, and maybe 1 or 2 draws from the enchantress, but after that you should be going really strong by turns 5-7. Land grant is used in place of 4 lands to help you thin out your deck faster and make sure you do not draw lands when you want to drop enchantments.

A few parting notes. A sideboard is not included because we need to see how the new metagame shapes up with 7th edition first. Secondly, the fertile ground and the saproling cluster may be substituted easily for other spells. The cluster lets your opponent create saprolings too, which could be bad since you have no trample or flying abilities on your maro or yavimaya enchantress. This means you have to hack away at them one or two creatures at a time which can become a game loss if your are not careful. The cluster may let you create a weenie swarm victory though.

The fertile ground gives you other colors of mana, but you really do not need that in this mono color deck. It does give you extra mana, but at twice the cost of a wild growth. This card might better be replaced by something else. The key here is to get an enchantment for both of these cards though to feed the card drawing engine. Maybe splashing white for armadillo cloak as an alternative. Blanchwood armor may also be a good spell, but once again lacking trample.

All in all this is a very efficient deck that should do well. It has a lot of spread out targets and several victory paths that make it hard for counterspell decks to choose what to hit. It does have problems with creature removal, but with the saproling cluster, you can out run their removal. The deck is also rather inexpensive compared to the very expensive decks running every power card we see today.

Enjoy and feel free to take this idea to the next level!


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