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Author Topic: [EDH / Commander] Bant-Chantments 3.0  (Read 451 times)

Eradzer0

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[EDH / Commander] Bant-Chantments 3.0
« on: December 14, 2019, 07:57:18 pm »
Bant-Chantments 3.0

Very hit or miss. Either goes infinite on turn 7 after two turns of creature wipes and total lockout, or falls flat and drags until I can't bear to simulate the deck anymore. Likely, the problem stems from enchantment density and enchantress effect density. This deck's idea is to play land enchantments early followed by enchantress effects, followed by my commander to untap and board wipe in an explosive turn. Once board wiped, enchantments that ramp me will generate value and net cards until I find a tutor or a win condition by drawing. As stated, this is achieved sometimes and sometimes utterly failed.

My hope is that Theros, Beyond Death will bring a higher enchantment density. Included in this list is one of the already leaked cards which is an Enchantress that gets bigger the more enchantments I play. Besides that, no relevant cards have been announced but I will keep updating this list until I have balanced the cards I have available to me with the strategy I want to employ.

If anyone has a critique of the deck or if I missed something obvious, please leave a comment.

Eradzer0

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Re: [EDH / Commander] Bant-Chantments 3.0
« Reply #1 on: December 14, 2019, 08:01:12 pm »



Revision 6

Added/removed cards:
+1 Idyllic Tutor

Changed amounts:
-1 (Main) +1 (SB) Spellseeker

Eradzer0

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Re: [EDH / Commander] Bant-Chantments 3.0
« Reply #2 on: December 14, 2019, 11:55:51 pm »
Forgot some key land enchantments.


Revision 7

Added/removed cards:
+1 Nylea's Presence
+1 Utopia Sprawl
+1 (SB) Lotus Cobra

Changed amounts:
-1 (Main) +1 (SB) Avacyn's Pilgrim
-1 (Main) +1 (SB) Farhaven Elf

Eradzer0

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Re: [EDH / Commander] Bant-Chantments 3.0
« Reply #3 on: December 15, 2019, 12:39:02 am »
Genesis wave seems like a monster in this deck. Dump top deck to win?



Revision 9

Added/removed cards:
+1 Genesis Wave

Changed amounts:
-1 (Main) +1 (SB) Wayward Swordtooth

Eradzer0

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Re: [EDH / Commander] Bant-Chantments 3.0
« Reply #4 on: December 15, 2019, 01:17:24 am »
Played around with it a bit. Still missed some critical land enchantments. added for functionality



Revision 10

Added/removed cards:
+1 Creeping Renaissance
+1 Wild Growth

Changed amounts:
-1 (Main) +1 (SB) Raff Capashen, Ship's Mage
-1 (Main) +1 (SB) Worldly Tutor

Eradzer0

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Re: [EDH / Commander] Bant-Chantments 3.0
« Reply #5 on: December 15, 2019, 01:44:31 am »



Revision 12

Added/removed cards:
+1 Stasis

Changed amounts:
-1 (Main) +1 (SB) Bear Umbra

Eradzer0

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Re: [EDH / Commander] Bant-Chantments 3.0
« Reply #6 on: December 15, 2019, 02:17:44 am »
Mana flooding, reduced lands by one and added spikeweaver to give Estrid longevity in absence of a board wipe



Revision 13

Added/removed cards:
+1 Spike Weaver

Changed amounts:
-1 (Main) +1 (SB) Karn's Bastion

Eradzer0

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Re: [EDH / Commander] Bant-Chantments 3.0
« Reply #7 on: December 15, 2019, 02:26:35 am »
Idyllic tutor, oddly, was not as crucial as fabricate to find chain veil


Revision 14

Added/removed cards:
+1 Fabricate

Changed amounts:
-1 (Main) +1 (SB) Idyllic Tutor

Slyvester12

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Re: [EDH / Commander] Bant-Chantments 3.0
« Reply #8 on: December 15, 2019, 06:43:34 am »
I would like to preface this by saying I'm assuming you're trying to win against most decks and I have no idea what your meta is like.

That being said, it seems like you would benefit from running a lot of hatebear and stax effects. Since your strategy barely includes creatures, and those are mostly just enchantresses, why not hate out creatures more?

You're already running Stasis, and there are plenty of quality pillowfort effects on enchantments that would still trigger your enchantresses. Blind Obedience, Propaganda, Ghostly Prison, and other similar cards could vastly improve your consistency by giving you more time to dig for your combo.

Finally, your win condition could be improved. Right now, it looks like you plan on going infinite with The Chain Veil and wiping everyone's boards, then...winning with combat damage? I imagine you could improve your consistency by just comboing off and winning that turn. What if someone has a Teferi's Protection or similar effect held up when you try to combo off? If you run a win effect like infinite draw into LabMan or something, you still win. With your current setup, you might just take out the other players and help the last guy win.

At the very least, a win condition that can happen without combat damage would be good, but one that can happen at instant speed would be better. You might consider running Teferi, Temporal Archmage just in case someone running a Teferi's Protection or similar effect can just be finished off once it gets back to their turn.
« Last Edit: December 15, 2019, 07:14:53 am by Slyvester12 »
Elves and infect are the best things in Magic.

Eradzer0

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Re: [EDH / Commander] Bant-Chantments 3.0
« Reply #9 on: December 16, 2019, 06:02:50 pm »
Thank you so much for the reply. I had considered pillow fort aspects before and even went as far as to add them to the earlier versions of the deck. I felt they were cloggy but I may revisit them coming from the angle that they will provide more time. This aspect is difficult to test without the cards in front of me as only my board state (and not the table state) is represented.

Eradzer0

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Re: [EDH / Commander] Bant-Chantments 3.0
« Reply #10 on: December 16, 2019, 06:30:27 pm »
Added pillowfort aspects


Revision 15

Added/removed cards:
+1 Ghostly Prison
+1 Propaganda

Changed amounts:
-1 (Main) +1 (SB) Lush Growth
-1 (Main) +1 (SB) Urban Burgeoning

Eradzer0

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Re: [EDH / Commander] Bant-Chantments 3.0
« Reply #11 on: December 16, 2019, 06:47:42 pm »



Revision 19

Added/removed cards:
+1 Sphere of Safety

Changed amounts:
-1 (Main) +1 (SB) Khalni Heart Expedition

Eradzer0

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Re: [EDH / Commander] Bant-Chantments 3.0
« Reply #12 on: December 16, 2019, 07:14:50 pm »
Struggling to balance this. Not feeling its tempo rn.



Revision 20

Changed amounts:
-1 (Main) +1 (SB) Ghostly Prison
-1 (Main) +1 (SB) Propaganda
-1 (Main) +1 (SB) Sphere of Safety
-1 (Main) +1 (SB) Spike Weaver
-1 (Main) +1 (SB) Stasis

Eradzer0

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Re: [EDH / Commander] Bant-Chantments 3.0
« Reply #13 on: December 16, 2019, 07:23:10 pm »
May move to 4.0 build for clean slate


Revision 21

Added/removed cards:
+1 Blue Sun's Zenith
+1 Deep Analysis

Changed amounts:
+1 Forest
+1 (Main) -1 (SB) Spike Weaver
+1 (Main) -1 (SB) Stasis

Eradzer0

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Re: [EDH / Commander] Bant-Chantments 3.0
« Reply #14 on: December 16, 2019, 07:35:13 pm »
7 slots open


Revision 23

Changed amounts:
-1 (Main) +1 (SB) Blue Sun's Zenith
-1 (Main) +1 (SB) Fabricate
-1 (Main) +1 (SB) Gideon, Champion of Justice
-1 (Main) +1 (SB) Ignite the Beacon
-1 (Main) +1 (SB) Mystical Tutor
-1 (Main) +1 (SB) Spike Weaver
-1 (Main) +1 (SB) Stasis