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The deck uses tons of enchantments to prevent your opponent's creatures from attacking. It then wins with unblockable creatures using Thassa, or an army of tokens using Master of Waves.
Use Frostburn Weird and Nightveil Specter to help survive the first turns and set things up, then deploy your enchantments, then go for the kill.
Thassa's sbry is invaluable, as well as being an enchantment for the Sphere and being a win condition. Heliod is there for variety. The lone Auramancer is essentially a tutor, make good use of it.
The 2 Jaces are a recent addition. They could be replaced if need be.
Detention Sphere is an enchantment for Sphere of Safety AND gets rid of a threat.
Spear of Heliod pumps up our creatures when facing a control deck, and gets rid of opponent's creatures when facing a more aggro deck.
Blind Obedience stops aggro haste decks AND gives us a drain life effect on all our spells VS control.
The Bident usually helps seal the deal.
Supreme Verdict helps even more while you're setting things up with Spheres.
The sideboard gives us enchantment removal, Claustrophobia to deal with Stormbreath Dragon and Blood Baron of Vizkopa, a few counterspells to make your own spells go through, and an alternate win condition.
It's a very slow, controlling deck, and it finally gives Sphere of Safety a chance to shine.
Be careful with Claustrophobia and Pacifism-like cards: they count as enchantments and eliminate an opponent's creature, but they still allow the opponent to keep up their devotion count.
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