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Tuvasa Enchantress

I'm trying for a more traditional enchantress deck here, so avoiding voltron and instead going for a more defensive/disruptive playstyle.

Win-cons

Words of Wind + Mana Bloom or any 1 mana enchantment

Bounce everyone else's permanents back to hand

Academy Rector + Omniscience

Cheat it into play (although paying manually with Serra's Sanctum/Sanctum Weaver is not impossible) and go off. Evolutionary Leap functions as a sac outlet here.

Laboratory Maniac

There is more than enough draw power here to deck ourselves. Laboratory Maniac was chosen over Thassa's Oracle to be less salt-inducing.

Destiny Spinner

Can come out of nowhere and create hasty trampling lands to steamroll unaware opponents. Especially effective after casting Out of Time (don't cast Destiny Spinner until the board is clear obviously).

Tuvasa the Sunlit

Tuvasa gets pretty big. She should be used to go for commander damage wherever possible. Pemmin's Aura or Flickering Ward can be used to give evasion.

Gameplan

Early turns should be spent ramping with land auras to get an enchantress down as quickly as possible: Argothian Enchantress is the strongest target, followed by Sythis, but Tuvasa will do in a pinch. With two enchantresses on the field the card advantage engine will quickly start going. This list is intentionally lean and low to the ground - big mana enchantments are fun but can and will sit in your hand uselessly, stalling your engine in the crucial early turns.

This is not a combat/creature focused deck so a Glacial Chasm/Elephant Grass/Solitary Confinement will do an excellent job of keeping your life total safe whilst we build up. Sterling Grove/Greater Auramancy should be the first targets to protect the board, and will also give any enchantment creatures shroud. Once one or both of these is in place, Karmic Justice makes nuking the board with a Fracturing Gust or the like an extremely unattractive idea (destroy their lands in response).

Evolutionary Leap should be used to replace enchantresses in the event of a board wipe. Make sure that the number of enchantresses on the field at any one time is rationed - if they are lost with no replacements in hand the deck simply will not function. There is plenty of card draw so going overboard just opens us up to abuse. However a Replenish will bring back Sythis, Eidolon, Presence and Spinner.

Use hate pieces and taxing effects to slow down your opponents as needed.

Combos/Interaction

Dance of the Manse + Out of Time

Dance on X=6 can be brought back as a creature, permanently phasing out both itself and any other creatures on the board. This can permanently remove others' commanders.

Pemmin's Aura + Sanctum Weaver

Infinite mana in any combination of colours. Also works with Kiora's Follower + Serra's Sanctum + a double blue source for infinite white mana.

As Foretold + Resurgent Belief

Resurgent Belief can be cast for 0 without suspending it, making it effectively Replenish.

Estrid's Invocation + Urza's Saga

Can function as an additional land drop, then bounces and copies something else before the third counter (getting the tutor effect is impossible without also sacrificing).

Estrid's Invocation + Elephant Grass or Mystic Remora

Get a free turn cycle then bounce and copy something else in response to the cumulative upkeep.

Crop Rotation + Serra's Sanctum

Plenty of white mana is just an instant away!

Mana Bloom or Flickering Ward

These give us repeatable low cost enchantments to dig for things we might need, whilst also being ramp/protection pieces. Don't forget to ensure that you use the mana each turn so Mana Bloom bounces back to your hand.

Doubts

The deck is admittedly a little low on interaction. Making space for more non-enchantment based counterspells/removal might be a good idea.

The manabase is greedy, but I don't have to deal with blood moon/back to basics. Filter lands would probably be cut to make room for basics.

As Foretold may be a little slow without any way to proliferate counters and few spells that can be cast on opponents' turns, although it should have targets on our turn fairly quickly and help us with the coloured mana intensive costs of some cards. Maybe Sunken Field in its place. For more interaction.

Urza's Saga may be too cute for this deck. Enchantresses are almost all triggered on cast, and the colourless mana is a real cost.

More stax pieces would definitely make it stronger. Rest in Peace is much stronger than Ground Seal. Urza's Saga could be swapped for The Tabernacle at Pendrell Vale. Adding in Mana Web combos with Yavimaya, Cradle of Growth to ensure that all opponents lands are tapped on upkeep if they want to keep any creatures. Energy Field and Energy Flux could also be considered.

Let me know what you think and how it could be improved!

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Date added 3 years
Last updated 3 years
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

66 - 0 Rares

17 - 0 Uncommons

11 - 0 Commons

Cards 102
Avg. CMC 2.14
Tokens Bird 2/2 U, Construct 0/0 C, Spirit 1/1 C, Spirit Cleric */* W, Treasure
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