Thousand Years of Six Mana Unplayable Enchantments

By: Adam Bialkowski

It is no secret I am addicted to playing unplayable cards in my standard decks, so for this article I will be going over some decks I have made with some unplayable six mana enchantments that are fun and sometimes good.

Starting off with my favorite deck I have made this season which is Thousand Year Yeet.

Spells:35
4 Opt
3 Shock
1 Electrodominance
3 Expansion // Explosion
4 Growth Spiral
2 Lightning Strike
4 Radical Idea
3 Chemister’s Insight
4 Pirate’s Pillage
3 Wilderness Reclamation
4 Thousand-Year Storm
Lands:25
4 Breeding Pool
4 Hinterland Harbor
3 Island
3 Rootbound Crag
4 Steam Vents
3 Stomping Ground
4 Sulfur Falls
Sideboard:15
1 Lava Coil

1 Negate
4 Deeproot Champion
2 Spell Pierce

2 Hydroid Krasis
4 Fiery Cannonade

This deck takes full advantage over the unplayable Thousand Year Storm and how broken it can be with Wilderness Reclamation. Being able to give all your spells storm sounds busted but tapping out for such an effect will usually end poorly, with Wilderness Reclamation you can just kill your opponent the turn you play Thousand Year Storm. The deck has cheap removal in the form of Shocks. Lightning Strikes, and Electrodominance. The deck gives you various options on how you want to set up turns depending on the current board state. For example, with four mana up you could have the option of Pirate’s Pillage to filter and get you closer to the combo or you could hold up Lightning Strike and Expansion/Explosion to copy the Lightning Strike. When you do get to combo off the feeling is amazing, so many cool interactions with cards that you never thought off, like casting Growth Spiral and getting five copies of it and putting five lands into play to cast the other spells you have in hand. Games Two and Three and where this ridiculous sideboard comes into play. Against a lot of match ups I usually board out the combo and put in every creature, especially Deeproot Champion. Deeproot Champion is the all star of games two and three. Most opponents will board out creature removal against combo decks and Deeproot Champion takes full advantage of that by being a two mana creature that grows into a monster by turn five. Combine this with the other good creatures in the board and the deck turns into temur drakes with the drakes part. This deck on Arena is a living nightmare but incredibly fun, I would recommend if you like janky combos to try this deck out and add whatever spells you think are fun casting six times in a row.  

 

The second deck highlights Fall of Thran and how crazy the card can be with sacrifice effects and exile effects.

Creatures:9
4 Incubation Druid
2 World Shaper
3 Vona, Butcher of Magan
Spells:25
2 Arguel’s Blood Fast
4 Assassin’s Trophy
2 Cast Down
1 Crucible of Worlds
4 Mortify
4 Phyrexian Scriptures
3 Vraska, Golgari Queen
1 Ethereal Absolution
3 Fall of the Thran
1 Vraska, Relic Seeker
Lands:26
2 Field of Ruin
1 Forest
2 Godless Shrine
3 Isolated Chapel
4 Overgrown Tomb
1 Plains
4 Sunpetal Grove
1 Swamp
4 Temple Garden
4 Woodland Cemetery

Fall of Thran is probably the hardest six mana enchantment to incorporate into a deck and still have it be playable. This deck takes advantage of Assassin’s Trophy giving your opponent a land then destroying all lands everyone has. With cards like Phyrexian Scriptures, Crucible of Worlds, and Worldshaper you can usually reap the advantage that Fall of Thran takes away from both players which is the ability to play the game. The ideal start of the deck is going turn two Incubation Druid, turn three playing Phyrexian Scriptures putting a counter on Incubation Druid allowing it to tap for three mana, then turn four play Fall of Thran blowing up all lands after you have just blown up all creatures with Scriptures except Incubation Druid. This leaves your opponent with an empty board. Turn five achieve maximum value by drawing your card then stacking saga triggers to where Scriptures will exile your opponent’s graveyard before there are allowed to return any lands into play off of Fall of Thran. If this plan doesn’t work out you can play the midrange game with a lineup of good removal, creatures, and planeswalkers. Fall of Thran is the cherry on top of this Abzan midrange list. The cool part of the deck is if you are ahead on the board and have a Vraska, Golgari Queen you can play Fall of Thran then sacrifice it to her ability and try to win from there. If you like a more grindy play style I would recommend this deck to you.

The third deck is a bit more simple but it falls under ramping and getting absurd value off of casting your spells.

Creatures:24
4 Llanowar Elves
4 Incubation Druid
4 Gruul Spellbreaker
4 Rekindling Phoenix
4 Regisaur Alpha
4 End-Raze Forerunners
Spells:12
1 Banefire
3 Lightning Strike
4 Circuitous Route
4 Sunbird’s Invocation
Lands:24
9 Forest
7 Mountain
4 Rootbound Crag
4 Stomping Ground

The classic Sunbirds Invocation. I chose not to do the Star of Extinction combo list as I found out it was too inconsistent for it to be playable. This list uses great green and red creatures to out value your opponent and win from there. It has a decent early game and a very strong late game with every spell making a huge impact on the board. Being able to use all your mana for sunbirds or forerunners makes it a fun deck to just jam in whatever big dumb thing you want, then go find more big dumb things when the sunbirds triggers. The deck plays itself, but still incredibly fun. I would recommend this deck to anyone whose thinking style falls under BIG STUFF KILLS.

 

The last deck on the menu is a black white Death Shadow deck but Death Shadow is actually a six mana enchantment.

Creatures:16
4 Adanto Vanguard
3 Paladin of Atonement
3 Seraph of the Scales
4 Angel of Grace
2 Vona, Butcher of Magan
Spells:18
3 Font of Agonies
3 Arguel’s Blood Fast
4 Mortify
4 Ixalan’s Binding
4 Axis of Mortality
Lands:26
1 Field of Ruin
4 Godless Shrine
4 Isolated Chapel
10 Plains
7 Swamp
Axis of Mortality is the substitute for Death Shadow for this deck. With multiple effects that allow you to pay life you can get to a pretty low life total then just switch life with the opponent and try to kill them from there. Font of Agonies also sees and appearance in this deck as the best piece of removal a deck with Adanto Vanguard can receive. Angel of Grace also sees an appearance as a oops I didn’t die this turn and now you are at one (insert evil laugh here.) IF you enjoy playing the game on the edge of your seat this is certainly the deck for you.

 

There are some six mana enchmants I didn’t go over due to them being not strong enough are in Lich’s Masteries case actually unplayable because people are playing Discovery/Dispersal in their main decks. Hopefully these decks can highlight how fun it is to play giant enchantments and how they can also be playable in a semi competitive deck. I encourage people to try out cards that are thought as unplayable, because your never opponent may never know what they are about to play against at a fmn, an Open, a Grand Prix, or a nationals.

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