Enchantress Water/Air Control
The deck is meant to enchant the realm, take advantage of the elusiveness of auras, and use various combat tricks/cantrips that your opponent has very little counters to. Site placement is immensely important to this deck's early game and even drawing sites your first couple of turns is recommended. Keeping track of how your body of water is connected is crucial for certain interactions. Toughest matchup is probably Battlemage.
VERY important to understand rules regarding auras. A few rules to always consider for this deck:
- Auras are placed between sites and are treated as a big minion once animated. Therefore, make sure there are no voids in the 2x2 grid the aura occupies if you want to animate it or else it will be banished.
- Animated Auras that gain stealth will lose stealth upon becoming an aura but will regain it once animated into a minion again.
- If an animated Aura is transformed (such as with a Polymorph), the controller of the aura chooses where the frog token is placed on the 2x2 grid it occupied.
Cool things to do:
- Animated auras can pick up the Rolling Boulder, tap, and roll it starting from any point the aura exists in. Since the aura occupies a 2x2 space, you have the flexibility of starting the boulder from two different rows/columns.
- You can use the minions in this deck to move the Giant Shark around the realm (they have low power for this purpose). Fey Changeling is especially good at this as you can play it anywhere and make it so that the Fey Changeling triggers its genesis effect before the Giant Shark moves to fight it. All this is contingent on the body of water the Giant Shark is in to be connected, of course.
- Fey Changeling can bounce your own Grandmaster Wizard back to your hand. Fey Changeling can also help animate an aura and/or use its genesis ability to return an animated aura to your hand. Thunderstorm on its last turn, for example, would be a good time to think about using Fey Changeling in this fashion.
- You can cast a spell, animate an aura, attack with it, then cast Fade to give it stealth. You can also use Fade first in order for the Aura to make a stealth attack that can't be defended against.
- If you place your auras correctly, your animated auras can attack your opponent's sites without having to move and thus not triggering your own Mariner's Curse or having the Giant Shark fight them.
- Your auras can't be stopped by Gnome Hollows if they are placed on the site as an aura. Animating the aura does not count as entering the site. Therefore you are able to attack units within it or the site itself.
Cautionary tales:
- Animated auras count as a minion and therefore can be drowned by your own cards. Mariner's Curse can kill your own auras if you move them into a water site. Atlantean Fate and Stormy Seas can drown your animated auras. Make sure your animated Auras are on at least one land site to avoid this.
- Thunderstorm, if animated, has a chance to hit itself with its end of turn ability. Also, don't move it into the void if animated.
- If you animate an aura when you cast Lightning Bolt and target a site that aura is in, you have a chance to hit your own aura. Don't be that person.
- If your Giant Shark is in a site that is flooded only because of Flood, for example, it is probably best not to animate Flood so you do not run the risk of your opponent destroying your Flood and thus leaving your Giant Shark stranded in the process.