413 views27 days ago
Commander
Size: 100Salt sum: 42.07
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ZeroSuitDani

413 views27 days ago
Commander
Size: 100Salt sum: 42.07

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{"ops":[{"attributes":{"bold":true},"insert":"Yenna, Redtooth Regent - Selesnya Enchantments/Auras"},{"insert":"\n"},{"insert":{"card-link":"Yenna, Redtooth Regent"}},{"insert":" \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Overview -"},{"insert":"\n\nI built this deck over several versions and landed mostly on focusing on an Aura based strategy, there is two reasons for this. Copying large enchantments that are not direct impact on your board state is rough when your already playing a 4cmc commander that takes a go around to come online and Auras provide cheaper, more immediate value on your board. Also, the scy 2 and untap effect on Yenna is very underrated, helps filter through cards but only happens when you copy Auras. Naturally this means to use Yenna to her full potential we will want to use Auras! This deck is not intended to just be loading up Yenna with Auras. There are some hand selected creatures to really help drive home the strength of our Aura themed deck. Yenna is here to drive the deck home and turn all of our early work into a win \n\nWe want everything in this deck to be powered by enchantments, we have an enchantment land"},{"insert":{"card-link":"Valgavoth's Lair"}},{"insert":" ! Ramping with Auras"},{"insert":{"card-link":"Fertile Ground"}},{"insert":" ! Protection with Auras"},{"insert":{"card-link":"Shielded by Faith"}},{"insert":" ! Creatures that make auras when they come in "},{"insert":{"card-link":"Ellivere of the Wild Court"}},{"insert":" ! Removal in the form of enchantments "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":" !\n\nAnything we can do to maximize our enchantments used.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Game Plan"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Early game- "},{"insert":"\n\nThis deck is somewhat slow to start up, you won't want to be making enemies early. This is really where you want to start trying to get your ramp pieces moving. Maybe a cheap creature or two. \n\nThere is a full land enchantment aura package in this deck to help with this. These should always be your "},{"attributes":{"italic":true},"insert":"top priority"},{"insert":" in early game plays if you land one in your hand, nothing beats having extra mana and it can even make up for a missed land drop later. "},{"insert":{"card-link":"Land Tax"}},{"insert":" finds it's way into this deck, just in case things get rough. Also keep in mind these are Auras, that if the game gets late - yenna will be able to copy. \n\nEarly game creatures that make a great start is anything that encourages draw or lessens the costs of your enchantments. Also "},{"insert":{"card-link":"Sanctum Weaver"}},{"insert":" - a progressively growing mana dork is incredible if you can find it early game. "},{"insert":{"card-link":"Jukai Naturalist"}},{"insert":" and "},{"insert":{"card-link":"Sythis, Harvest's Hand"}},{"insert":" are also incredible at what they do. We are building for something big so these creatures are non threatening to our opponents and allow us to cover some ground.\n\nDon't be afraid to put out a couple Auras on a cheaper creature just to make a play, "},{"insert":{"card-link":"Well Rested"}},{"insert":" is great value at 2 CMC and "},{"insert":{"card-link":"Canopy Cover"}},{"insert":" for protection or "},{"insert":{"card-link":"Rancor"}},{"insert":" for just another enchantment on the field can all help us later. Keep in mind Yenna can copy these easily later on.\n\nLastly, I want to mention some pieces that help us slow opponents down to match our tempo. "},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":" is an incredible turn 1 play that will slow down everyone just a bit. "},{"insert":{"card-link":"Sphere of Safety"}},{"insert":" is a little bit steep at 5cmc but you might want to prioritize it if you don't see an easy way to explode onto the scene early. Lastly "},{"insert":{"card-link":"Grasp of Fate"}},{"insert":" is an incredible psuedo edict effect to slow everyone else down, it's also an incredible copy target for once we get Yenna out.\n\n"},{"attributes":{"bold":true},"insert":"Mid game - "},{"insert":"\n\nNow that we've made it to mid game, turn 4 or 5, it's time to start planning our next move and building up our army. Keep in mind, we don't need to put ALL of our Auras on Yenna or rush to get Yenna out at all. Let the deck do the work, bring Yenna out when you have protection ready to go and it's castable. Which brings me to my next section.\n\nProtection"},{"attributes":{"bold":true},"insert":" is key "},{"insert":"in this deck, most of the monetary value in this deck comes from stacking up the best protection pieces Selesnya has to offer. "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":" "},{"insert":{"card-link":"Galadriel's Dismissal"}},{"insert":" "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" "},{"insert":{"card-link":"Clever Concealment"}},{"insert":" "},{"insert":{"card-link":"Tamiyo's Safekeeping"}},{"insert":" and more.\nI can not stress it enough, do not go hard or go crazy with your enchantment copying UNTIL you have at least one or two pieces of protection in hand. You don't know how many times I've had to dodge a "},{"insert":{"card-link":"Bane of Progress"}},{"insert":" with this deck, it WILL happen. Be ready for it, it's the biggest vulnerability this deck has and will be the difference between you winning and losing.\n\nWith that out of the way, let's look at some good targets for our Auras, I feel like the Auras themselves outside of a few which I will discuss later are pretty self explanatory.\n\n"},{"insert":{"card-link":"Light-Paws, Emperor's Voice"}},{"insert":" is an absolute BEAST and can get out of hand so quick if you are able to get the correct Auras on her. She also quickly recognized by a smart playgroup as a threat the moment he comes out.\n\n"},{"insert":{"card-link":"Kor Spiritdancer"}},{"insert":" is self explanatory, plus included card draw for a 2cmc creature because why not?\n\nLastly, "},{"insert":{"card-link":"Silhana Ledgewalker"}},{"insert":" is a slippery elf - that built in hexproof can go a LONG way if you just need somewhere to store those copies for a future Yenna play. \n\nThis is also the point of the game where you'll want to start sparingly use some of the removal that this deck has built into it. As a battle cruiser type deck we want to focus on disabling our opponents commanders or key pieces as much as possible, slowing their progress. "},{"insert":{"card-link":"Kenrith's Transformation"}},{"insert":" and "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":" do exactly that. "},{"insert":{"card-link":"Redemption Arc"}},{"insert":" can take your opponents out of control creature and use it against the other 2 players, exiling it whenever you need to. There's also tech for these pieces at the bottom of the primer."},{"insert":{"card-link":"Sheltered by Ghosts"}},{"insert":" is also an incredible piece, both to copy and just get on the board. \n\n"},{"attributes":{"bold":true},"insert":"End game/winning the game -"},{"insert":"\n\nSo now you've got yourself in a healthy spot with some auras on the board, maybe even Yenna if we're lucky it's time to punch our ticket home. Keep in mind, I've kept "},{"insert":{"card-link":"Sterling Grove"}},{"insert":" in this deck as a potentially repeatable tutor.\n\n"},{"insert":{"card-link":"Nylea's Colossus"}},{"insert":" is an absolute BOMB in this deck late game, get your calculator out because if he comes out and you have Yenna primed to copy multiple Auras with the remaining mana you are likely killing 1-2 people at your table. This card wins so many games.\n\n"},{"insert":{"card-link":"Eldrazi Conscription"}},{"insert":" pretty self explanatory, having 2 of these out can get a little out of hand.\n\n"},{"insert":{"card-link":"Winds of Rath"}},{"insert":" who doesn't love a one sided board wipe\n\n"},{"insert":{"card-link":"Ancestral Mask"}},{"insert":" again, pretty self explanatory, stacking these late game on any creature is actually just an easy win "},{"insert":{"card-link":"Helm of the Gods"}},{"insert":" kinda does the same thing\n\n"},{"insert":{"card-link":"Overwhelming Splendor"}},{"insert":" - mean but it gets the job done when you've got 2 of them on the board!\n\nMass Recursion is also a means of winning as is pretty normal in enchantment decks (keep in mind I did not include "},{"insert":{"card-link":"Replenish"}},{"insert":" intentionally, it's a little TOO mean)\n"},{"insert":{"card-link":"Retether"}},{"insert":" , "},{"insert":{"card-link":"Mantle of the Ancients"}},{"insert":" and "},{"insert":{"card-link":"Resurgent Belief"}},{"insert":" can get the job done. \n\nHonorable mention to "},{"insert":{"card-link":"Calix, Guided by Fate"}},{"insert":" our \"secret commander\" in this deck - he can go absolutely crazy, breaking our limit of 1 copy per enchantment with Yenna which gets out of hand very quick.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"DECK TECH"},{"insert":"\n\nGo infinite with "},{"insert":{"card-link":"Siona, Captain of the Pyleas"}},{"insert":" and "},{"insert":{"card-link":"Shielded by Faith"}},{"insert":" \n\nNegative Auras like "},{"insert":{"card-link":"Redemption Arc // Redemption Arc"}},{"insert":" "},{"insert":{"card-link":"Kenrith's Transformation"}},{"insert":" "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":" can be cheated onto opponents creatures with hexproof with Yennas copy ability or cards like "},{"insert":{"card-link":"Songbirds' Blessing"}},{"insert":" or recursion pieces. It's really really powerful \n\n"},{"insert":{"card-link":"Wirewood Lodge"}},{"insert":" is so handy in this deck, give Yenna psuedo vigilance or copy one of the few non Auras in this deck and untap her :)\n\nCopying an impeded "},{"insert":{"card-link":"Overlord of the Hauntwoods"}},{"insert":" puts it right onto the board (and an additional free land) \n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n"}]}

Commander

Qty: 1 Price: $2.49
Yenna, Redtooth Regent
,
: Choose target enchantment you control that doesn't have the same name as another permanent you control. Create a token that's a copy of it, except it isn't legendary. If the token is an Aura, untap Yenna, then scry 2. Activate only as a sorcery.
Legendary Creature - Elf Noble
Yenna, Redtooth Regent (woe) 219

Commander

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Copy

Qty: 1 Price: $18.99
Calix, Guided by Fate
Constellation — Whenever Calix or another enchantment you control enters, put a +1/+1 counter on target creature.
Whenever Calix or an enchanted creature you control deals combat damage to a player, you may create a token that's a copy of a nonlegendary enchantment you control. Do this only once each turn.
Legendary Creature Enchantment - Human Druid
Calix, Guided by Fate (mat) 26

Copy

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Draw

Qty: 11 Price: $27.51
Eidolon of Blossoms
Constellation — Whenever this creature or another enchantment you control enters, draw a card.
Creature Enchantment - Spirit
Eidolon of Blossoms (woc) 124
Ellivere of the Wild Court
Whenever Ellivere enters or attacks, create a Virtuous Role token attached to another target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 for each enchantment you control.)
Whenever an enchanted creature you control deals combat damage to a player, draw a card.
Legendary Creature - Human Knight
Ellivere of the Wild Court (woc) 2
Enchantress's Presence
Whenever you cast an enchantment spell, draw a card.
Enchantment
Enchantress's Presence (woc) 125
Kor Spiritdancer
This creature gets +2/+2 for each Aura attached to it.
Whenever you cast an Aura spell, you may draw a card.
Creature - Wizard Kor
Kor Spiritdancer (soc) 152
Pearl-Ear, Imperial Advisor
Lifelink
Enchantment spells you cast have affinity for Auras. (They cost
less to cast for each Aura you control.)
Whenever you cast an Aura spell that targets a modified permanent you control, draw a card. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature - Advisor Fox
Pearl-Ear, Imperial Advisor (soc) 160
Sage's Reverie
Enchant creature
When this Aura enters, draw a card for each Aura you control that's attached to a creature.
Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.
Enchantment - Aura
Sage's Reverie (soc) 165
Setessan Champion
Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on this creature and draw a card.
Creature - Human Warrior
Setessan Champion (woc) 132
Songbirds' Blessing
Enchant creature
Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.
Enchantment - Aura
Songbirds' Blessing (soc) 174
Sythis, Harvest's Hand
Whenever you cast an enchantment spell, you gain 1 life and draw a card.
Legendary Creature Enchantment - Nymph
Sythis, Harvest's Hand (cmm) 938
Tanglespan Lookout
Whenever an Aura you control enters, draw a card.
Creature - Satyr
Tanglespan Lookout (woe) 188
Well Rested
Enchant creature
Enchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn."
Enchantment - Aura
Well Rested (pip) 88

Draw

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Evasion

Qty: 3 Price: $4.63
Indomitable Might
Flash
Enchant creature
Enchanted creature gets +3/+3.
Enchanted creature's controller may have it assign its combat damage as though it weren't blocked.
Enchantment - Aura
Indomitable Might (woc) 127
Rancor
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Enchantment - Aura
Rancor (pip) 205
Silhana Ledgewalker
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
This creature can't be blocked except by creatures with flying.
Creature - Elf Rogue
Silhana Ledgewalker (otc) 206

Evasion

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Land

Qty: 36 (37 w/ MDFC)Price: $150.94
Bountiful Promenade
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Bountiful Promenade (clb) 348
Brushland
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Brushland (fic) 377
Canopy Vista
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Forest
Canopy Vista (fic) 378
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (soc) 129
Forest
(
: Add
.)
Basic Land - Forest
Forest (hob) 198
Fortified Village
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Fortified Village (fic) 396
Hall of Heliod's Generosity
: Add
.
,
: Put target enchantment card from your graveyard on top of your library.
Legendary Land
Hall of Heliod's Generosity (dsc) 283
Hushwood Verge
: Add
.
: Add
. Activate only if you control a Forest or a Plains.
Land
Hushwood Verge (dsk) 261
Lush Portico
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Forest
Lush Portico (mkm) 263
Overgrown Farmland
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Overgrown Farmland (tdc) 381
Plains
(
: Add
.)
Basic Land - Plains
Plains (hob) 316
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (soc) 398
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (soc) 400
Scattered Groves
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Forest
Scattered Groves (otc) 315
Selesnya Sanctuary
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Selesnya Sanctuary (clu) 246
Sunpetal Grove
This land enters tapped unless you control a Forest or a Plains.
: Add
or
.
Land
Sunpetal Grove (fic) 432
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (ecl) 268
Valgavoth's Lair
Hexproof
This land enters tapped. As it enters, choose a color.
: Add one mana of the chosen color.
Land Enchantment
Valgavoth's Lair (dsk) 271
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 235
Wirewood Lodge
: Add
.
,
: Untap target Elf.
Land
Wirewood Lodge (plst) DD1-26
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (m3c) 409

Land

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Lifegain

Qty: 2 Price: $13.48
Authority of the Consuls
Creatures your opponents control enter tapped.
Whenever a creature an opponent controls enters, you gain 1 life.
Enchantment
Authority of the Consuls (fic) 232
Celestial Mantle
Enchant creature
Enchanted creature gets +3/+3.
Whenever enchanted creature deals combat damage to a player, double its controller's life total.
Enchantment - Aura
Celestial Mantle (jmp) 96

Lifegain

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Protection

Qty: 13 Price: $214.37
Brilliant Wings
Flash
Enchant creature you control
Enchanted creature has flying and hexproof.
Whenever a creature you control enters, you may pay
. If you do, attach this Aura to that creature.
Enchantment - Aura
Brilliant Wings (fic) 454
Canopy Cover
Enchant creature
Enchanted creature can't be blocked except by creatures with flying or reach.
Enchanted creature can't be the target of spells or abilities your opponents control.
Enchantment - Aura
Canopy Cover (wwk) 98
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant
Clever Concealment (fic) 236
Destiny Spinner
Creature and enchantment spells you control can't be countered.
: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
Creature Enchantment - Human
Destiny Spinner (woc) 123
Galadriel's Dismissal
Kicker
(You may pay an additional
as you cast this spell.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Instant
Galadriel's Dismissal (ltc) 500
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (pip) 202
Shield of the Oversoul
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
Enchantment - Aura
Shield of the Oversoul (plst) SHM-242
Shielded by Faith
Enchant creature
Enchanted creature has indestructible.
Whenever a creature enters, you may attach this Aura to that creature.
Enchantment - Aura
Shielded by Faith (soc) 172
Sphere of Safety
Creatures can't attack you or planeswalkers you control unless their controller pays
for each of those creatures, where X is the number of enchantments you control.
Enchantment
Sphere of Safety (dsc) 104
Sterling Grove
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
, Sacrifice this enchantment: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Enchantment
Sterling Grove (mh2) 293
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (fic) 361
Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Tamiyo's Safekeeping (neo) 211
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (2x2) 32

Protection

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Pump

Qty: 8 Price: $28.02
All That Glitters
Enchant creature
Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
Enchantment - Aura
All That Glitters (pip) 155
Ancestral Mask
Enchant creature
Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
Enchantment - Aura
Ancestral Mask (woc) 119
Daybreak Coronet
Enchant creature with another Aura attached to it
Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
Enchantment - Aura
Daybreak Coronet (woc) 65
Eldrazi Conscription
Enchant creature
Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents of their choice.)
Enchantment Kindred - Aura Eldrazi
Eldrazi Conscription (soc) 131
Ethereal Armor
Enchant creature
Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
Enchantment - Aura
Ethereal Armor (dsk) 7
Helm of the Gods
Equipped creature gets +1/+1 for each enchantment you control.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Helm of the Gods (ori) 230
Nylea's Colossus
Constellation — Whenever this creature or another enchantment you control enters, double target creature's power and toughness until end of turn.
Creature Enchantment - Giant
Nylea's Colossus (c18) 33
Strength of the Harvest
Enchant creature
Enchanted creature gets +1/+1 for each creature and/or enchantment you control.
Enchantment - Aura
Strength of the Harvest // Haven of the Harvest (mh3) 258Strength of the Harvest // Haven of the Harvest (mh3) 258

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Ramp

Qty: 10 Price: $59.52
Bear Umbra
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Bear Umbra (woc) 121
Fertile Ground
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura
Fertile Ground (ecc) 106
Jukai Naturalist
Lifelink
Enchantment spells you cast cost
less to cast.
Creature Enchantment - Human Monk
Jukai Naturalist (woc) 140
Mirari's Wake
Creatures you control get +1/+1.
Whenever you tap a land for mana, add one mana of any type that land produced.
Enchantment
Mirari's Wake (cmm) 928
Overlord of the Hauntwoods
Impending 4—
(If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Creature Enchantment - Avatar Horror
Overlord of the Hauntwoods (dsk) 194
Sanctum Weaver
: Add X mana of any one color, where X is the number of enchantments you control.
Creature Enchantment - Dryad
Sanctum Weaver (woc) 131
Sol Ring
: Add
.
Artifact
Sol Ring (soc) 128
Transcendent Envoy
Flying
Aura spells you cast cost
less to cast.
Creature Enchantment - Griffin
Transcendent Envoy (soc) 183
Utopia Sprawl
Enchant Forest
As this Aura enters, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchantment - Aura
Utopia Sprawl (rvr) 159
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (pip) 208

Ramp

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Recursion

Qty: 4 Price: $27.96
Danitha, New Benalia's Light
Vigilance, trample, lifelink
Once during each of your turns, you may cast an Aura or Equipment spell from your graveyard.
Legendary Creature - Human Knight
Danitha, New Benalia's Light (mat) 29
Mantle of the Ancients
Enchant creature you control
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
Enchantment - Aura
Mantle of the Ancients (pip) 165
Resurgent Belief
Suspend 2—
(Rather than cast this card from your hand, pay
and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
Sorcery
Resurgent Belief (mh2) 385
Retether
Return each Aura card from your graveyard to the battlefield. Only creatures can be enchanted this way. (Aura cards that can't enchant a creature on the battlefield remain in your graveyard.)
Sorcery
Retether (woc) 72

Recursion

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Removal

Qty: 7 Price: $21.33
Darksteel Mutation
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Enchantment - Aura
Darksteel Mutation (soc) 142
Grasp of Fate
When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)
Enchantment
Grasp of Fate (who) 208
Kenrith's Transformation
Enchant creature
When this Aura enters, draw a card.
Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)
Enchantment - Aura
Kenrith's Transformation (woc) 128
Overwhelming Splendor
Enchant player
Creatures enchanted player controls lose all abilities and have base power and toughness 1/1.
Enchanted player can't activate abilities that aren't mana abilities or loyalty abilities.
Enchantment - Aura Curse
Overwhelming Splendor (hou) 19
Redemption Arc
Enchant creature
Enchanted creature has indestructible and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
: Exile enchanted creature.
Enchantment - Aura
Redemption Arc (soc) 163
Sheltered by Ghosts
Enchant creature you control
When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield.
Enchanted creature gets +1/+0 and has lifelink and ward
.
Enchantment - Aura
Sheltered by Ghosts (soc) 171
Winds of Rath
Destroy all creatures that aren't enchanted. They can't be regenerated.
Sorcery
Winds of Rath (soc) 185

Removal

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Tokens

Qty: 2 Price: $1.04
Archon of Sun's Grace
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature - Archon
Archon of Sun's Grace (soc) 137
Siona, Captain of the Pyleas
When Siona enters, look at the top seven cards of your library. You may reveal an Aura card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever an Aura you control becomes attached to a creature you control, create a 1/1 white Human Soldier creature token.
Legendary Creature - Human Soldier
Siona, Captain of the Pyleas (woc) 144

Tokens

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Tutor

Qty: 1 Price: $4.49
Light-Paws, Emperor's Voice
Whenever an Aura you control enters, if you cast it, you may search your library for an Aura card with mana value less than or equal to that Aura and with a different name than each Aura you control, put that card onto the battlefield attached to Light-Paws, then shuffle.
Legendary Creature - Advisor Fox
Light-Paws, Emperor's Voice (neo) 25

Tutor

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Untap

Qty: 1 Price: $2.29
Instill Energy
Enchant creature
Enchanted creature can attack as though it had haste.
: Untap enchanted creature. Activate only during your turn and only once each turn.
Enchantment - Aura
Instill Energy (5ed) 304

Untap

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Maybeboard

Qty: 3 Price: $25.67
Danitha Capashen, Paragon
First strike, vigilance, lifelink
Aura and Equipment spells you cast cost
less to cast.
Legendary Creature - Human Knight
Danitha Capashen, Paragon (j25) 59
Land Tax
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Enchantment
Land Tax (soc) 153
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (fic) 368

Maybeboard

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Deck Info

Deck stats

48 pips - 37 cards
27 mana - 27 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
36 pips - 33 cards
22 mana - 22 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"Yenna, Redtooth Regent - Selesnya Enchantments/Auras"},{"insert":"\n"},{"insert":{"card-link":"Yenna, Redtooth Regent"}},{"insert":" \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Overview -"},{"insert":"\n\nI built this deck over several versions and landed mostly on focusing on an Aura based strategy, there is two reasons for this. Copying large enchantments that are not direct impact on your board state is rough when your already playing a 4cmc commander that takes a go around to come online and Auras provide cheaper, more immediate value on your board. Also, the scy 2 and untap effect on Yenna is very underrated, helps filter through cards but only happens when you copy Auras. Naturally this means to use Yenna to her full potential we will want to use Auras! This deck is not intended to just be loading up Yenna with Auras. There are some hand selected creatures to really help drive home the strength of our Aura themed deck. Yenna is here to drive the deck home and turn all of our early work into a win \n\nWe want everything in this deck to be powered by enchantments, we have an enchantment land"},{"insert":{"card-link":"Valgavoth's Lair"}},{"insert":" ! Ramping with Auras"},{"insert":{"card-link":"Fertile Ground"}},{"insert":" ! Protection with Auras"},{"insert":{"card-link":"Shielded by Faith"}},{"insert":" ! Creatures that make auras when they come in "},{"insert":{"card-link":"Ellivere of the Wild Court"}},{"insert":" ! Removal in the form of enchantments "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":" !\n\nAnything we can do to maximize our enchantments used.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Game Plan"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Early game- "},{"insert":"\n\nThis deck is somewhat slow to start up, you won't want to be making enemies early. This is really where you want to start trying to get your ramp pieces moving. Maybe a cheap creature or two. \n\nThere is a full land enchantment aura package in this deck to help with this. These should always be your "},{"attributes":{"italic":true},"insert":"top priority"},{"insert":" in early game plays if you land one in your hand, nothing beats having extra mana and it can even make up for a missed land drop later. "},{"insert":{"card-link":"Land Tax"}},{"insert":" finds it's way into this deck, just in case things get rough. Also keep in mind these are Auras, that if the game gets late - yenna will be able to copy. \n\nEarly game creatures that make a great start is anything that encourages draw or lessens the costs of your enchantments. Also "},{"insert":{"card-link":"Sanctum Weaver"}},{"insert":" - a progressively growing mana dork is incredible if you can find it early game. "},{"insert":{"card-link":"Jukai Naturalist"}},{"insert":" and "},{"insert":{"card-link":"Sythis, Harvest's Hand"}},{"insert":" are also incredible at what they do. We are building for something big so these creatures are non threatening to our opponents and allow us to cover some ground.\n\nDon't be afraid to put out a couple Auras on a cheaper creature just to make a play, "},{"insert":{"card-link":"Well Rested"}},{"insert":" is great value at 2 CMC and "},{"insert":{"card-link":"Canopy Cover"}},{"insert":" for protection or "},{"insert":{"card-link":"Rancor"}},{"insert":" for just another enchantment on the field can all help us later. Keep in mind Yenna can copy these easily later on.\n\nLastly, I want to mention some pieces that help us slow opponents down to match our tempo. "},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":" is an incredible turn 1 play that will slow down everyone just a bit. "},{"insert":{"card-link":"Sphere of Safety"}},{"insert":" is a little bit steep at 5cmc but you might want to prioritize it if you don't see an easy way to explode onto the scene early. Lastly "},{"insert":{"card-link":"Grasp of Fate"}},{"insert":" is an incredible psuedo edict effect to slow everyone else down, it's also an incredible copy target for once we get Yenna out.\n\n"},{"attributes":{"bold":true},"insert":"Mid game - "},{"insert":"\n\nNow that we've made it to mid game, turn 4 or 5, it's time to start planning our next move and building up our army. Keep in mind, we don't need to put ALL of our Auras on Yenna or rush to get Yenna out at all. Let the deck do the work, bring Yenna out when you have protection ready to go and it's castable. Which brings me to my next section.\n\nProtection"},{"attributes":{"bold":true},"insert":" is key "},{"insert":"in this deck, most of the monetary value in this deck comes from stacking up the best protection pieces Selesnya has to offer. "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":" "},{"insert":{"card-link":"Galadriel's Dismissal"}},{"insert":" "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" "},{"insert":{"card-link":"Clever Concealment"}},{"insert":" "},{"insert":{"card-link":"Tamiyo's Safekeeping"}},{"insert":" and more.\nI can not stress it enough, do not go hard or go crazy with your enchantment copying UNTIL you have at least one or two pieces of protection in hand. You don't know how many times I've had to dodge a "},{"insert":{"card-link":"Bane of Progress"}},{"insert":" with this deck, it WILL happen. Be ready for it, it's the biggest vulnerability this deck has and will be the difference between you winning and losing.\n\nWith that out of the way, let's look at some good targets for our Auras, I feel like the Auras themselves outside of a few which I will discuss later are pretty self explanatory.\n\n"},{"insert":{"card-link":"Light-Paws, Emperor's Voice"}},{"insert":" is an absolute BEAST and can get out of hand so quick if you are able to get the correct Auras on her. She also quickly recognized by a smart playgroup as a threat the moment he comes out.\n\n"},{"insert":{"card-link":"Kor Spiritdancer"}},{"insert":" is self explanatory, plus included card draw for a 2cmc creature because why not?\n\nLastly, "},{"insert":{"card-link":"Silhana Ledgewalker"}},{"insert":" is a slippery elf - that built in hexproof can go a LONG way if you just need somewhere to store those copies for a future Yenna play. \n\nThis is also the point of the game where you'll want to start sparingly use some of the removal that this deck has built into it. As a battle cruiser type deck we want to focus on disabling our opponents commanders or key pieces as much as possible, slowing their progress. "},{"insert":{"card-link":"Kenrith's Transformation"}},{"insert":" and "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":" do exactly that. "},{"insert":{"card-link":"Redemption Arc"}},{"insert":" can take your opponents out of control creature and use it against the other 2 players, exiling it whenever you need to. There's also tech for these pieces at the bottom of the primer."},{"insert":{"card-link":"Sheltered by Ghosts"}},{"insert":" is also an incredible piece, both to copy and just get on the board. \n\n"},{"attributes":{"bold":true},"insert":"End game/winning the game -"},{"insert":"\n\nSo now you've got yourself in a healthy spot with some auras on the board, maybe even Yenna if we're lucky it's time to punch our ticket home. Keep in mind, I've kept "},{"insert":{"card-link":"Sterling Grove"}},{"insert":" in this deck as a potentially repeatable tutor.\n\n"},{"insert":{"card-link":"Nylea's Colossus"}},{"insert":" is an absolute BOMB in this deck late game, get your calculator out because if he comes out and you have Yenna primed to copy multiple Auras with the remaining mana you are likely killing 1-2 people at your table. This card wins so many games.\n\n"},{"insert":{"card-link":"Eldrazi Conscription"}},{"insert":" pretty self explanatory, having 2 of these out can get a little out of hand.\n\n"},{"insert":{"card-link":"Winds of Rath"}},{"insert":" who doesn't love a one sided board wipe\n\n"},{"insert":{"card-link":"Ancestral Mask"}},{"insert":" again, pretty self explanatory, stacking these late game on any creature is actually just an easy win "},{"insert":{"card-link":"Helm of the Gods"}},{"insert":" kinda does the same thing\n\n"},{"insert":{"card-link":"Overwhelming Splendor"}},{"insert":" - mean but it gets the job done when you've got 2 of them on the board!\n\nMass Recursion is also a means of winning as is pretty normal in enchantment decks (keep in mind I did not include "},{"insert":{"card-link":"Replenish"}},{"insert":" intentionally, it's a little TOO mean)\n"},{"insert":{"card-link":"Retether"}},{"insert":" , "},{"insert":{"card-link":"Mantle of the Ancients"}},{"insert":" and "},{"insert":{"card-link":"Resurgent Belief"}},{"insert":" can get the job done. \n\nHonorable mention to "},{"insert":{"card-link":"Calix, Guided by Fate"}},{"insert":" our \"secret commander\" in this deck - he can go absolutely crazy, breaking our limit of 1 copy per enchantment with Yenna which gets out of hand very quick.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"DECK TECH"},{"insert":"\n\nGo infinite with "},{"insert":{"card-link":"Siona, Captain of the Pyleas"}},{"insert":" and "},{"insert":{"card-link":"Shielded by Faith"}},{"insert":" \n\nNegative Auras like "},{"insert":{"card-link":"Redemption Arc // Redemption Arc"}},{"insert":" "},{"insert":{"card-link":"Kenrith's Transformation"}},{"insert":" "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":" can be cheated onto opponents creatures with hexproof with Yennas copy ability or cards like "},{"insert":{"card-link":"Songbirds' Blessing"}},{"insert":" or recursion pieces. It's really really powerful \n\n"},{"insert":{"card-link":"Wirewood Lodge"}},{"insert":" is so handy in this deck, give Yenna psuedo vigilance or copy one of the few non Auras in this deck and untap her :)\n\nCopying an impeded "},{"insert":{"card-link":"Overlord of the Hauntwoods"}},{"insert":" puts it right onto the board (and an additional free land) \n\n\n\n\n\n\n\n \n\n\n\n\n\n\n\n\n\n \n\n\n\n\n\n\n"}]}
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