ZeroSuitDani
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Commander
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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
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

Commander
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Copy
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.
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

Copy
(CTRL to add secondary)
Draw
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.
Whenever an enchanted creature you control deals combat damage to a player, draw a card.
Legendary Creature - Human Knight

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.)
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

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.
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

Draw
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Evasion
Evasion
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Lifegain
Lifegain
(CTRL to add secondary)
Protection
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.)
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

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.)
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

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.
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

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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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

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.
Exile Teferi's Protection.
Instant

Protection
(CTRL to add secondary)
Pump
Pump
(CTRL to add secondary)
Ramp
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.
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Creature Enchantment - Avatar Horror

Ramp
(CTRL to add secondary)
Recursion
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.
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

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.)
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
Sorcery

Recursion
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Removal
Removal
(CTRL to add secondary)
Tokens
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.
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

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.
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

Tokens
(CTRL to add secondary)
Tutor
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

Tutor
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Maybeboard
Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
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"}]}







































































