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Winning Turn 6 on a Budget (Sythis Enchantress) (EDH / Commander)

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When I say that this deck wins on turn six, this isn't a flashy title to get clicks, or something that can happen with a perfect draw; WINNING TURN 6 IS THE PLAN. Goldfishing this deck (playing against no opponent), I would say that over 90% of the time it won on that turn, and the times it didn't win then, it was winning on turn 5 more than anything else.

The Plan:

This is an enchantress deck, so our goal is play a bunch of enchantresses (i.e Mesa Enchantress or our commander), and then draw a ton of cards. Since almost half of our deck is either an enchantment or can go get an enchantment, if we have our commander and one other enchantress, we should be able to churn through enchantments without ever running out of gas. If we get the third enchantress, we almost never run out of enchantments.

Now that is all fine and dandy, but enchantments aren't free, so how do we generate enough mana to keep churning through our deck? Our first plan is the play enchantment based ramp. Cards like Utopia Sprawl and Overgrowth make a land tap for more mana while still triggering our enchantresses. We then play land untappers like Arbor Elf and Argothian Elder to take advantage of the fact that we have lands that tap for a ton of mana. Our mana dorks generating 4, 5, 6 or even more mana with each tap is huge for churning through our deck. We also run haste enablers like Thousand-Year Elixir and Lightning Greaves so that when we draw land untappers we can play them like rituals, generating more mana than they cost.

Winning the Game:

Step 1: Generate Infinite Mana

We rely on a couple of combos to make infinite mana, and from that point we just churn through our deck until we find a way to close out the game.
Combos:
Vizier of Remedies + Devoted Druid = Infinite Green Mana
Land Untapper + Gauntlets of Light + Land that taps for 4+ mana
Land Untapper + Staff of Domination + Land that taps for 5+ mana

Win Cons:
Our preferred method of winning the game once we have infinite mana is Goblin Cannon.
Goblin Cannon kills every opponent with infinite mana because instead of sacrificing it after one use you activate it in response and deal infinite damage to everyone.
A second option is to win with Helix Pinnacle, but that requires an entire turn cycle so it is slow.

With infinite mana we can also dig to find a way to actually kill opponents.
Staff of Domination and Whip Silk draw our entire deck.
Duskwatch Recruiter gets every creature out of our deck and also lets us order our deck. We then cast an enchantment creature we draw and find the Goblin Cannon we put on top.
We can tutor for a mana sink that wins the game with all of our tutors.

Playing Optimally:
This is not an easy deck to play, so here are some patterns of play that I've found to be optimal.

-If you have an enchantress, play it instantly. It's ok to wait a turn as long as you get as much value per enchantment as possible.
-Playing land ramp enchantments early instead of churning with cheap enchantments pays dividends when setting up combos.
-Playing a land untapper early so it can become unsummoning sick can make creating an infinite combo much easier.
-Keeping hands without an enchantress effect in them can be incredibly risky, mulligan aggressively for at least 1.

Upgrades:

This deck is available for $95 on TCGPlayer, but if you wanna upgrade it, there are a couple of cards that significantly increase the power level of this deck if you have extra cash. Concordant Crossroads is probably the first card I would buy because it is a tutorable haste enabler on top of a cheap enchantment. It does everything this deck wants with no opportunity cost for replacing something like Font of Fertility. Also consider:

If you have any questions feel free to ask, and if you have any suggestions on how to improve this deck please let me know.

Banquillo

¡Este mazo parece ser legal para EDH / Commander!

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