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Enchantress in EDH!
This is a commander version of the powerful enchantress archetype relying on one of the 6 enchantress draw effects to churn out value. 1.Early game is all about set up, you'll need to get some pillowfort cards, set up your mana base, and get one of your enchantresses into play. Pillow forting up is important because once people figure out how your deck works you become an instant target. Cards like ghostly prison and elephant grass stop people from attacking you while things like greater auromancy and sterling grove stop people from removing your enchantments. Because we run the card suppression field we run no fetch lands so making sure you have access to both colors in your opening hand is important. Karametra can be used to fetch a lacking color but requires both to play (also there aren't many creatures to trigger her) . Finally we need to grab one of our enchantress effects. Preferably we would like Argothian Enchantress or Enchantress's Presence due to them being harder to remove by our opponent's. This is Green Sun's Zenith's primary purpose in the deck. It is also possible to tutor up the Eidolon of Blossoms or Enchantress's Presence with one of the five enchantment tutors.During the early game some cards are extremly powerful (read: Broken). Dropping a turn 2 Luminarch Ascension, especially on the play, is incredibly good in multiplayer.2.In the mid game its time to combo off drawing a card for almost every card you play. During this period of the game you need to disrupt opponents and start setting up your finishersCards like Aura of Silence, Aura Shards, and Dueling grounds act as disruptors. I've played several games where opponents see Aura shards and just can't play magic anymore because they don't want to cast artifacts or enchantments just for them to be removed. If you haven't tutored up Serra's Sanctum yet now is the time to do it. By this point in the game it should be tapping for at least 6 mana which is insane. You have 3 cards to tutor it: Crop Rotation, Expedition Map, and Sylvan Scrying.Finally its time to assemble our finishers. Primal Order + Worship + any creature will eventually kill your opponents but this is generally really slow. Luminarch ascension and Sigil of the Empty Throne allow you to go on the beat down plan with large fliers. Opalescence and Starfield of Nyx do the same by turning your enchantments into creatures. Earthcraft + luminarch ascension + wild growth/utopia sprawl combos to give you infinite tapped 4/4 fliers .3. Late game kill people with your finishers. Casting Enduring Ideal tutors an enchantment per turn at the cost of doing nothing else. If you go down this route you need to remove your own Eidolon of Blossoms as it triggers when enchantments enter the battlefield instead of on cast and once you play enduring ideal you don't want to draw any more cards. Solitary Confinement and Island Sanctuary become really good once you start tutoring with Ideal because they allow you to skip your draw step keeping all of your enchantments in your library for you to tutor. Sigil of the Empty Throne also gets turned off by the Ideal plan because it triggers on cast. So if you want to kill players with angels you will need Ascension.Strengths/ Weaknesses:Strengths: -Strong Synergies can outvalue most decks -Incredibly strong against aggro strategies due to all the pillow forting the deck does-Able to shrug off most board wipes because the deck doesn't run many creatures. -Rebuilds board states quickly after getting hit by mass removal.Weaknesses:-Doesn't interact very well. Most of the deck plays at sorcery speed.-loses to combo decks that combo slightly faster. So many of my losses were to players comboing off a turn before me.-Draws hate easily, many of your first few plays will lose the political game because of how scary they can be.-Hard ramp decks can just afford to pay for attack taxes even late game.
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NOTE: Set by owner when deck was made.