Created: Tue Mar 6 17:23:04 UTC 2006 Design philosophy: Lock aggro out. Grind value against control with second turn Argothian, mid-game Loam, then in late game Boseiju through Enduring Ideal or Replenish. Amount of enchantments (with silver bullets) have been saturated so that ramp with Serra's Sanctum works and to nullify opponent's answers. For Design idea, see: https://www.channelfireball.com/articles/deck-of-the-day-enduring-ideal-modern/ https://www.channelfireball.com/videos/modern-monday-enduring-ideal/ Legend: 1: part of the initial build (Created) +1: added/to be added to the build -1: removed/to be removed from the build ?1: maybe to be removed Mana: 36 -1 Flagstones of Trokair (synergy with Lftl, Zuran Orb, Crop Rotation. Or cut now that Zuran orb is gone?) G1 Savannah +1 Temple Garden (Fast mana is needed for 2nd turn Argothian) 1 Wasteland 1 Serra's Sanctum +1 Boseiju, Who Shelters All (for Enduring Ideal, Replenish) 1 Marsh Flats (all fetchlands are needed for shuffle effects, thinning and loam) 1 Windswept Heath 1 Wooded Foothills 1 Verdant Catacombs 1 Misty Rainforest 1 Flooded Strand 1 Arid Mesa 1 Karakas 1 Mistveil Plains 1 Secluded Steppe (following 5 for loam engine) 1 Tranguil Thicket +1 Ash Barrens G+1 Scattered Groves +1 Horizon Canopy 9 Snow-Covered Plains +1 Dust Bowl (enables getting Depths to grave for loaming) G4 Snow Covered Forest +1 Ancient Tomb +1 City of Traitors Fast mana: 9 +1 Gemstone Caverns (Fast mana for 2nd turn Argothian) +1 Mox Diamond +1 Chrome Mox G1 Wild Growth G1 Utopia Sprawl G1 Exploration G1 Fastbond +1 Eladamri's Vineyard +1 Lotus Petal Engine: 7 +1 Sylvan Tutor +G1 Worldly Tutor (Eats tempo later, but maximizes second turn Argothian in 1 Enlightened Tutor starter. Needed? With new fast mana strategy enforcing this, definitely yes) G1 Argothian Enchantress G1 Oath of Druids (Wins with Eternal and Replenish, tutors Argothian or gets Loam. +1 Green Sun's Zenith (Argothian E) G1 Enchantress Presence Removal, defence: 20 +1 Glacial Chasm +1 The Tabernacle at Pendrell Vale +1 Gelid Shackles (Alternatve or addition to this would be Lignify, as doesn't tie up my mana) +1 Oppressive Rays +1 Elephant Grass +1 Lignify (Pending. Better than Gelid Shackles?) 1 Journey to Nowhere 1 Runed Halo +1 Rune of Protection: Red +1 Banishing Light 1 Oblivion Ring +1 Song of the Dryads +1 Grasp of Fate 1 Ghostly Prison 1 Faith's Fetters 1 Humility ("comboes" with Nantuko Monastery which retain its 4/4 body but otherwise being vanilla critters, while others are 1/1s) 1 Moat 1 Parallax Wave +1 Cast out (with Replenish) 1 Sphere of Safety Business & silver bullets: 19 1 Land Tax +1 Mirri's Guile 1 Multani's Presence (Silver bullet) +1 Abundant Growth (need more card draw and fixing for R) +1 Unbridled Growth (see above) +1 Oath of Nissa (with half a deck enchantments, didn't hit often enough) 1 Scroll Rack (w/ Land Tax & Orb = card engine) +1 Stony Silence (Wrecks: Scroll Rack and Expedition Map). +1 Ground Seal (Wrecks: Loam and Mistveil Plains) +1 Gaea's Blessing 1 Seal of Cleansing G1 Seal of Primordium +1 Suppression Field (planeswalkers become a problem if they start to gain value) +1 Peace of Mind +1 Greater Auramancy G1 Sylvan Library (Obsolete with "skip draw step" -cards like Solitary Confinement) 1 Wheel of Sun and Moon 1 Solitary Confinement 1 Aura of Silence 1 Leyline of Sanctity Tutors: 4 G1 Crop Rotation (In overall this deck has good targets for this, synergies with land tax.) G1 Sylvan Scrying G1 Sterling Grove 1 Idyllic Tutor Win: 4 G1 Life from the Loam (w/ Scroll Rack = cards) 1 Replenish +1 Form of the Dragon 1 Enduring Ideal SB: -1 Nature's Spiral (Almost everything here is permanent based, but pending still.) -1 Verduran Enchantress (cut, too slow + didn't get to do anything in time + attracted creature removal) -1 Opalescence (Late game breaker, which sets my in all game states my enchantments vulnerable for mass removal, without Sterling Grove for spot removal too. Grove is usually sacced beforehands. Never won with this really, cut. Replace with Sigil of Empty Throne.) -1 Mesa Enchantress (cut, too slow, didn't get to do anything + attracted creature removal) -1 Eyes of the Wisent (See if permission is a problem) -1 Garruk Wildspeaker -1 Genju of the Fields (cut? Lifelink doesn't stack after m10. Doesn't work well with Moat, works with Worship though) -1 Genju of the Cedars (Same thing) -1 Regrowth (? slow and power level drops without gifts or intuition) -1 Open the Armory (For now Heliod's Pilgrim is enough, also better: chump blocks) -1 Nantuko Monastery (?) -1 Kor Haven -1 Thawing Glaciers (Too slow?) --> auto mulligan against aggro, but is this efficient enough against control? Krosan Verge could be a compromise. -1 Kjeldoran Outpost (Synergy with Land Tax, keeps Drop of Honey + Nodes on the table) -1 Krosan Verge (replaced by Ash Barrens) -1 Overgrowth (added for Earthcraft + Mobilization/Sacred Mesa-combo) -1 Stuffy Doll (Guilty Conscience) -1 Pariah (early removal or comboes somewhat with Stfu Doll) -1 Story Circle (Rune of Protection is better) -1 Guilty Conscience (Also works as a removal when attached to an early threat) -1x Holistic Wisdom (rarely been good, and then only against control. Aside from Regrowth and Argivian Find, deck's only recursive spell. On the other hand, this card seems to be the only one to ditch the unusable cards and one of the few weapons against control. Pending.) -1 Decree of Justice -1 Earthcraft (synergies in midgame with Rise of the Hobgoblins, Mobilization etc. and fixes mana.) -1 Squirrel Nest (duh, Earthcraft... may also keep me alive with Worship) -1 Sigil of Empty Throne -1 Karmic Justice (Deck's only insurance against Pernicious Deed, but surprisingly rarely been useful against anything else. Pending.) -1 Sacred Mesa -1 Mobilization -1 Hoofprints of the Stag (Synergies with Sylvan Library) -1x Ivory Tower (w/ Land Tax & Orb = life engine) *-1 Soul Snare -1 Ivory Mask -1 Lotus Bloom (replace with: Plains) -G1 Eladamri's Call (Do I have time against aggro to tutor... Rector? Do I even need Rector, since my sacrifice outlets are only tabernacle?) -1 Worship (Soft lock with argothian. Needed against aggro? Cut, now that Call goes too.) -1 Argivian Find (removed as added Ground Seal) -1 Island Sanctuary (not needed, weakest anticreature) -1 Tithe (Replaced by Oath of Nissa) -1 Luminarch Ascension (does nothing to win games against control, or aggro) -1 Swords to Plowshares (Best insta removal the deck has, but maximized enchantments) -1 Path to Exile (May trick with Land Tax out) -1 Privileged Position (deck needs more draw and tutor to execute game plan) -1 Academy Rector (I don't have enough sacrifice outlets I could try to resolve against contol keep this, and this is too slow against aggro) -G1 Eternal Witness (Synergies with Oath. Kills with Oath & Replenish, but -1 Silkwrap (Weakest removal. Gave Oath of Nissa one more try) -1 Phyrexian Unlife (after resolving Ideal, this was not needed. Need more card draw and mana fixing to hard cast Form of the Dragon --> Unbridled G) +1 Weirding Wood (Not as good as Abundant or Unbridled Growth. For now, they're enough) -1 Reap and Sow (Costs too much. Replace with Mox Diamond) -1 Nykthos, Shrine to Nyx (never ramped in mana. Needs to be as good as Serra's Sanctum. Replace with Ancient Tomb) -1 Zuran Orb (Replace with Glacial Chasm) -1 Dryad Arbor (only thing deck wants in early game is Argothian Enchantress. Replaced with Worldly Tutor) -1 Dovescape (Wins on the long run with Argothian Enchantress or already played Enchantress Presence. Edit: then again, with those two out, I should win anyway. Is this needed for lock? Added Eladamri's Vineyard) -1 Cavern of Souls (not needed as no need to push through enchantress in late game after fast mana strategy was taken into use) -1 Heliod's Pilgrim (Wheel of Sun and Moon, Faith's Fetters... too slow) -G1 Choke (Metagame choice, or should this be City of Solitude instead? Wrecks: -1 Maze of Ith (buys time against aggro, comboes with Dueling Grounds. But there are better options, like STOP) -1 Porphyry Nodes (removed now that Argothian is only one left) -1 Expedition Map (too slow?) -G1 Dueling Grounds (Removed now that Maze of Ith is gone?) -G1 Drop of Honey (still problematic with Argothian Enchantress) +1 Insist (cycles) -1 Bojuka Bog (puts Crop Rotation into use, but was cut as cip tapped, replaced by Oath) -1 Elvish Spirit Guide (cut, as Oath was added for Argothian as sole target) +1 Solemnity (comboes with Elephant Grass, Depths and Glacial Chasm) -1 Ghost Quarter (replace with Dust Bowl as it sacrifices lands for Loam) +1 Dark Depths (comboes with Solemnity) +1 Satyr Enchanter +1 Urban Utopia +1 Vessel of Nascency +1 Finale of Devastation -1 City of Solitude (Slightly more beneficial than Choke, but Multani's Presence is the best silver bullet) +1 On Thin Ice +1 Conclave Tribunal +1 Veil of Summer +1 Griffin Aerie (if life gain becomes a theme) +1 Nine Lives (combo with Solemnity) +1 Setessan Champion +1 Nahiri's Binding +1 Court of Grace +1 Detention Vortex +1 Sythis, Hand of the Harvest +1 Minimus Containment +1 Borrowed Time +1 Spirited Companion (if not playing Oath plan) +1 Weaver of Harmony +1 Paladin Class (L) +1 Ossification