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Much Abrew: GSZ Combo Enchantress (Modern)


Hello everyone, and welcome to another edition of Much Abrew About Nothing! This week, we're heading to Modern to play Enchantress but with a Green Sun's Zenith twist. There are two big reasons why I wanted to play this deck. First, I love playing Enchantress, probably because the deck draws an absurd number of cards. Second, I think this deck shows a really interesting use of the newly unbanned Green Sun's Zenith. If you look at our deck, it looks very much like a normal Enchantress deck, except we have four Green Sun's Zeniths (which can find our big enchantment-payoff creatures like Sythis, Harvest's Hand and Sanctum Weaver) and a single Seedcradle Witch. This one card, the Seedcradle Witch—which we technically have five copies of thanks to Green Sun's Zenith—changes the entire way the deck plays since it gives us an infinite combo that can win the game right away. If we can get down a [[Sancum Weaver] with a few enchantments, we can use Seedcradle Witch to keep untapping it. This should let us draw our deck thanks to our enchantresses, which will eventually find us a Destiny Spinner to close out the game by turning our lands into massive trampling, hasty threats! Is the combo worth it? How good is Green Sun's Zenith in Enchantress? Let's find out!

Much Abrew: GSZ Combo Enchantress

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Wrap-Up

  • Record-wise, we finished 2-3 with the deck, although I felt like the deck might be a bit better than its record suggests. We had some weird mana trouble in some matches. (In one game, we didn't draw our third land until we got 22 cards deep in our library, which is wild, and in others, our one Dryad Arbor caused problems). And most of our losses were close three-game matches. On the other hand, we also got blown out a lot by enchantment hate. I was hoping that with the meta being super focused on artifacts, opponents might be light on enchantment hate. Instead, we picked up on some of the artifact hate in cards like Force of Vigor and Boseiju, Who Endures
  • Just so the combo is clear, here is what we need to go infinite. First, we need a non–summoning sick Sanctum Weaver, at least five enchantments, and Seedcradle Witch. With these cards set up, we can tap Sanctum Weaver for at least five mana, untap it with Seedcradle Witch for four mana, and make infinite mana. We can cast our enchantments with our infinite mana, which will draw us cards thanks to Sythis, Harvest's Hand and Enchantress's Presence. Sooner or later, we'll hit a Destiny Spinner, which can animate our lands into game-ending trampling, hasty threats to win the game all in one turn!
  • While I think Green Sun's Zenith is good in the deck, it does come with a cost: since we're playing GSZ, we're playing a Dryad Arbor for it to tutor up, but this plan is risky, We lost our last game because we had Dryad Arbor in our deck. For some reason, the one-of kept showing up in our opening hands, which made us mulligan all the way down to four cards. While I'm not sure we can cut it—this was probably more bad luck than bad deck-building—it was still frustrating to watch the GSZ plan backfire so spectacularly.
  • So, should you play GSZ Combo Enchantress in Modern? I think the answer is probably not at the moment. It felt like there was just too much hate in the meta for it to be successful over the long term, although the deck is really powerful once it gets going, and the combo element adds a new line of attack. I wouldn't be surprised to see the deck eventually become good, but too many decks are prepared for artifacts and enchantments right now.

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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