So, after a long hiatus and a lot of netdecking, I decided to put together another list for Historic. It's still VERY much a work in progress and will take some serious testing to work out all of the kinks, but I wanted to post it here for the initial playtesting period in case anyone wanted to check it out from the start. Anyway, enough of that. On to the cards!
Overview: Bant enchantments is (in my opinion) a very overlooked strategy in the format with most players sticking to playing mono-white, Azorius or Orzhov. Green, while not being flush with fantastic auras comes equipped with a bit of ramp, additional card draw and a couple of creatures that fit into the decks strategies pretty well. The auras I've included here are still very much not set in stone (hence my usage of a lot of different 2 and 3-ofs here). If anyone finds this interesting, please let me know in the comments. I'm always open to other people's suggestions, and would love to make this list viable as an aggressive deck in the current meta.
Creatures
Selfless Savior - The best way to save your more important creatures, and an ok target if you stall out early game. The free activation puts him light years ahead of cards like Alseid, although, I can see protection being very useful in other situations where indestructible whiffs though, so there may be a split that works out better.
Sram, Senior Edificer - One of the best cards from the most recent (released at least) expansion, he puts our card draw into overdrive if he resolves. Anyone that's played auras elsewhere knows exactly how good he is.
Kor Spiritdancer - The reason to play auras. She will absolutely ruin your opponents day if they don't have removal for her.
Setessan Champion - The first addition that green brings to the table, the champion works as a very good early blocker that ALSO draws cards (bringing us to 10 creatures that draw off of auras). She can also get very beefy very quickly thanks to the plethora of low cost auras we'll be bringing out turn after turn, even if they aren't put on her. Passive bonuses like this make for an excellent back up plan if your Spiritdancers get ganked.
Siona, Captain of the Pyleas - Siona is... interesting. She's basically here to filter out midgame draws, although her passive ability to create chump blockers is also an exceptionally useful tool in certain situations. Based on early testing she's better than she looks on paper.
Auras
Sentinel's Eyes - Recursion, Vigilance and +1/+1. It's the perfect 1 mana aura.
Curious Obsession - This... is less ideal. The drawback of needing to attack every turn isn't a huge turn off, but it can set up less than optimal turns where you need to keep your creatures back to defend and build up a decent board state. It DOES however work very well with Sentinel's Eyes, which effectively renders it's drawback moot (unless they have bigger dudes than you do of course).
Arcane Flight - It's really boring, but this list needed a bit of evasion to sneak lethal damage in. I'm definitely open to suggestions for this one.
Staggering Insight - The lifegain you can get off of this is obscene. The card draw is gravy.
Setessan Training - Another way to make sure you get some damage through to your opponent. The fact that this also draws you a card is a very nice bonus.
Cartouche of Knowledge - I was a bit torn on the Cartouche cycle, since most lists run the white one. However, with different options for spawning chump blockers, the flying and card draw won out for me here (card draw being a bit of a theme after all).
All That Glitters - This will kill your opponent. Full stop.
Nahiri's Binding - This is extremely awkward and not very efficient removal. It does, however, trigger all of your card draw engines and doesn't put the creature into the bin for recusrion strats.
Gift of Paradise - This is another inefficient card that actually pulls an extra bit of weight with it's lifegain aspect. It's not ideal to play late, but it does set up additional card draw, a bit of sustain, and ramps you. The additional bonuses are what convinced me to include this over other ramp options.
Lands
23 lands. You want to hit 4, but at that point you should really have a draw engine up which will fill your hand very quickly, grabbing lands as you go.
Conclusion
This list definitely isn't as finely tuned as the other enchantment decks currently seeing play, but it does have a bit more flexibility and the option for additional good creatures without resorting to filler. I've had some early luck with it, but a lot of players will just scoop when you T2 a Spiritdancer, so it's still very much up in the air how viable this deck actually is. Probably best to play it in best-of-1 too if we're being honest.
Creature (16) | |||
---|---|---|---|
$0.24€0.160.03 | |||
$0.39€0.260.03 | |||
$1.49€1.370.02 | |||
$2.09€2.27 | |||
Instant, Sorcery, Enchantment, Artifact (21) | |||
$0.20€0.110.03 | |||
$0.15€0.040.03 | |||
$0.25€0.210.04 | |||
$0.20€0.080.03 | |||
$0.69€1.220.03 | |||
$0.60€0.700.03 | |||
$0.25€0.140.03 | |||
$0.18€0.080.03 | |||
Land (23) | |||
4
Plains
|
$2.65 | ||
$2.36 | |||
2
Island
|
$4.50 | ||
$10.12€9.740.24 | |||
2
Forest
|
$4.30 | ||
$16.37€15.090.17 | |||
$8.24€9.460.17 | |||
$1.10€0.970.02 |
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