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Budget Magic: Enchant-amonicon | GW Weaver of Harmony Enchantments | #MTGNEO Standard


Hey there, Budget Magic lovers, it's that time once again! Kamigawa: Neon Dynasty is here, and we're kicking off our budget exploration of the format with our new (sort of?) Panharmonicon: Weaver of Harmony! While it's probably unfair to compare Weaver of Harmony to Panharmonicon since it costs mana to activate and only triggers once each turn (unless you have untap shenanigans), you can almost see it if you squint hard enough since Weaver of Harmony can be used to double up the enters-the-battlefield triggers of enchantments (and also other triggers). Our deck today is looking to use Weaver of Harmony as a card-advantage engine to power through the rest of our deck, grow some massive threats like Kami of Transience, and then finish the game with a huge attack or two, with the help of Michiko's Reign of Truth. How good is Weaver of Harmony in Standard? Can GW Enchantments compete on a budget in our new format? Let's get to the video and find out; then, we'll talk more about the deck!

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Budget Magic: GW Weaver of Harmony Enchantments

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The Deck

GW Weaver of Harmony Enchantments is essentially an enchantment aggro deck but with the ability to play a longer game, thanks to Weaver of Harmony's ability to generate an absurd amount of card advantage alongside enchantments with enters-the-battlefield triggers that draw us cards. Our main plan is to play creatures that grow as we play enchantments, like Generous Visitor and Jukai Naturalist; sling a bunch of cheap enchantments that draw us cards, like Spirited Companion and Runes; copy their abilities with Weaver of Harmony to keep our hand full; and then close out the game with the help of a couple of big Michiko's Reign of Truth–fueled attacks!

The Panharmonicon

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Weaver of Harmony is essentially our Panharmonicon. While it is limited to enchantments, only works once each turn, and costs a mana to use, it does essentially the same thing: double our triggers. It also has some upside as a lord for enchantment creatures, which is somewhat relevant in our deck since we have things like Jukai Naturalist and Spirited Companion. But the real reason it's in our deck is to be a pseudo-enchantress card-advantage engine.

As I was building the deck, I most wanted something like Sythis, Harvest's Hand or Eidolon of Blossoms—an enchantress that would draw us a card whenever we played an enchantment. The problem is that those effects simply don't exist in our current Standard format, which makes Weaver of Harmony the next best option. It can do a pretty good imitation of an enchantress in conjunction with enchantments with enters-the-battlefield triggers that draw us a card. While Weaver lacks snowball potential (since it only can be activated once each turn in our deck), drawing two cards with things like Rune of Might and Spirited Companion helps ensure that our hand is always full of action, which is the same thing cards like Sythis, Harvest's Hand and Eidolon of Blossoms do in older formats.

The Triggers

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Of course, for Weaver of Harmony to do anything, we need enchantments with activated or triggered abilities for it to copy. In our deck, this is mostly enters-the-battlefield triggers that draw us cards. including Spirited Companion, Rune of Might, and Rune of Sustenance. Along with keeping our hand full with the help of Weaver of Harmony, these cards are super synergistic in our deck because our primary payoffs care about us casting enchantments or the number of enchantments on the battlefield. Our Dog and Runes give us cheap enchantments to power up our finishers while also replacing themselves with their enters-the-battlefield triggers and drawing us cards with Weaver of Harmony. Our Runes are especially good because we typically finish the game by building one massive threat, and giving it trample with Rune of Might helps us win through blockers, while lifelink from Rune of Sustenance swings the race against aggro.

The Finishers

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When it comes to actually killing our opponent, we have two creatures that grow as we play enchantments, in Generous Visitor and Kami of Transience. While they might not look like much, it's pretty easy to grow either into the biggest creature on the battlefield, with Generous Visitor adding counters to itself (or something else) and Kami of Transience doing the same thing but with the upside of having built-in trample and potentially coming back from the graveyard when it dies. 

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Finally, for the last big burst of damage to close out the game, we turn to Michiko's Reign of Truth, which is a pretty absurd card. Its first two lore counters offer a one-shot All That Glitters, pumping one of our creatures equal to the number of enchantments (and artifacts) we have on the battlefield, which is often +4/+4 or more. Eventually, it flips around into a 0/0 creature that is essentially wearing All That Glitters. While Michiko's Reign of Truth is great on its own, it's even scarier with Weaver of Harmony copying its triggers. We had one game where we built a Kami of Transience into a 21-power trampler and one-shot our opponent!

Other Stuff

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Jukai Naturalist helps us get off to explosive starts by reducing the cost of our enchantments while also being an oddly strong creature thanks to lifelink, making it a decent target for Michiko's Reign of Truth's pumping power and Rune of Might. Making all of our Runes, Weaver of Harmony, Spirited Companion, and Michiko's Reign of Truth cost just one mana is pretty absurd, allowing us to dump our hand quickly and grow Generous Visitor and Kami of Transience into massive threats early in the game.

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We've got a ton more removal in the sideboard, but we lean on Borrowed Time in the main deck, which can exile anything—or any two things with Weaver of Harmony.

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The main power of Commune with Spirits is that it lets us trim back a bit on lands (we've got a total of 20) and still hit our land drops with consistency, although being able to dig for enchantments is also super strong, helping us find Weaver of Harmony for value or Michiko's Reign of Truth to close out the game.

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Last but not least, we have some protection spells. Since our game plan is to grow one massive Voltron-y threat, keeping that threat on the battlefield is super important. Nothing feels worse than growing Generous Visitor or Kami of Transience into a 10/10 only to have it die to a random removal spell. Snakeskin Veil and Sejiri Shelter let us fizzle targeted removal and keep our finishers on the battlefield, all for the low price of just one or two mana.

The Mana

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I wanted to mention the mana mostly because it's really solid for a budget deck. While we don't get access to channel lands or creaturelands, which is a bummer, because the rest of our deck is so cheap, we get seven tier dual lands while still keeping the deck to just 15 rares and $50 in paper. Apart from a single copy of Blossoming Sands, all of our lands usually come into play untapped, which is especially powerful in a deck like GW Enchantments that really wants to curve out.

Wrap-Up

Record-wise, we ended up 5-0 with GW Weaver of Harmony Enchantments (technically 5-1 thanks to a match that I ended up scooping early because Bear was being a bit wild but that we likely would have lost), which is great for a budget deck! GW Enchantments felt shockingly solid for a deck that's so cheap!

As far as changes to make to the budget build of the deck, I'm not sure there's much that can be done while sticking to the current budget. The sideboard could be upgraded, although most of the cards I'd want to add are rares or mythics, which would increase the budget, especially on Magic Arena.

So, should you play GW Weaver of Harmony Enchantments in Standard? I think the answer is a resounding yes. The deck's competitive, cheap, and—most importantly—super fun, thanks to all of the sweet Panharmonicon-esque Weaver of Harmony shenanigans! If you like enchantment decks, growing big Voltron threats, and generating sneaky value by doubling up abilities Panharmonicon-style, GW Weaver of Harmony Enchantments is probably the perfect Kamigawa: Neon Dynasty Standard budget deck for you!

Ultra-Budget GW Weaver of Harmony Enchantments

No ultra-budget build this week since the deck is already so cheap. That said, if you want to build the deck as cheaply as possible, you can drop the rare dual lands for Blossoming Sands and Arctic Treeline. This will make the deck significantly less powerful because so many lands will come into play untapped, forcing us to play off-curve, but it does cut the cost of the deck to just eight rares on Arena and to around $25 in paper. This is probably fine if you're just going to play the deck casually, although upgrading the dual lands will likely be necessary to be competitive if you decide to take it to a tournament of some kind.

Non-Budget GW Weaver of Harmony Enchantments

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The non-budget build of GW Weaver of Harmony Enchantments doesn't get any massive changes but does get a handful of sweet additions. In the main deck, we get The Restoration of Eiganjo, which seems great in a deck with so many permanents that cost two or less and doubly great with Weaver of Harmony along with some channel lands in the mana base. Meanwhile, the sideboard gets a bunch of new options, including Hallowed Haunting for repeatable value against control, Reidane, God of the Worthy and Guardian of Faith to fight wraths, Katilda, Dawnhart Martyr for more lifegain against aggro, and Fateful Absence as instant-speed removal. 

Conclusion

Anyway, that's all for today. As always, leave your thoughts, ideas, opinions, and suggestions in the comments, and you can reach me on Twitter @SaffronOlive or at SaffronOlive@MTGGoldfish.com.



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