At this point, we should have developed a reliable draw engine and pillowfort, have some protection on hand (
Sterling Grove,
Arcane Denial, etc.), and have some key pieces in hand. From here we essentially have three paths to finish off the game and knock players out.
1) The Warding
The most powerful and consistent way to win this game is by activating a powerful combo which can utterly lock our opponents down, give us tons of resources, and enable us to pull of a win. There are several key combos, or wards, here that will enable us to pull off the win!
a) The Sun Also Rises
My preferred way to win in this deck, and it takes advantage of the fact that we play so many enchantments and that they create such an effective draw engine with our enchantresses. In short, we are going to do something that is always fun in any deck, but insanely powerful with our draw engines, which is to cast Omniscience. This will allow us to practically draw our deck. While Omniscience is always amazing, its limitation is usually that you empty your hand and then eventually hgave to pass the turn. Since roughly half of our deck are enchantments and all of our spells are free with Omniscience, we can basically keep drawing till we find what we need. My favorite thing to find is Approach of the Second Sun. Normally this card is fine in commander, but your opponents usually have a few turns to prepare for the second casting of it, which can limit its impact. With Omniscience and a couple of enchantresses, however, its is easy to re-draw and replay it on the same turn, hence eliminating our opponents' chance to respond to it. This is my favorite way to win the game as players are rarely salty about it, and it is on brand for Tuvasa the Sunlit!
b) Do Not go Gently into That Calm Night
A brutal, but effective way to win the game involves Enchanted Evening and the older cards Opalescence and Calming Verse. In short, we are going to cast Opalescence first, and later cast Enchanted Evening. Believe it or not, the order of when you cast them matters a lot here! Global enchantments do apply their effects in an order, which comes from when they enter the battlefield, they don't just apply simultaneously. If we were to cast Enchanted Evening first, then all permanents (including our lands) become enchantments, and then when Opalescence resolves all permanents will also become creatures with power and toughness equal to their converted mana cost. This results in everyone's lands dying and going to graveyard, including ours! Now if we have Omniscience out we might not mind this at all, and it can be an effective way to lock our our opponents from responding to us. More often, however, we'll want to cast Opalescence first, causing all enchantments to become creatures, and later cast Enchanted Evening, causing all permanents which aren't already enchantments to become enchantments, however, they won't become creatures if they aren't already. Then we will make sure to tap all of our mana and cast Calming Verse to utterly snuff our opponents out. All of their artifacts, creatures, enchantments, planeswalkers, and lands will be gone! Of course, we don't need Opalescence to do this, but if we cast it later we'll kill ourselves, and if we cast it before hand, we'll have our win con already prepared. With an army of enchantment creatures we'll be able to kill the table before they are able to rebuild. This can be a salty way to win, and definitely will be if you aren't prepared to win the game outright, so while you don't need to cast Opalescence first I would recommend doing so as it puts you in a clear place to win before you nuke the world.
c) The Flight of the Pegasi
What better way to kill your opponents than with a massive herd of flying pegasi? This enchantment involves having Enchanted Evening on the board, and then casting Archon of Sun's Grace. The ideal time to do this is on your opponent's end step when Leyline of Anticipation or Vernal Equinox is on the board, so that you can immediately use your assets on your turn to win, and so that you have more options to complete the combo. Basically, when Enchanted Evening makes everything enchantments, and so Archon of Sun's Grace will enter the board as an enchantment, thus triggering its ability and making a pegasus, which will also enter as an enchantment thus triggering the ability again and making another pegasus, etc. The problem with this combo is that it is a forced infinite combo in that there is no "may" attached to it, so if we don't have a way to disrupt the combo once we have enough pegasi to win it will go on forever, forcing the game to a draw. This is why we eventually need to disrupt it by getting rid of Archon of Sun's Grace while its pegasus making ability is on the stack so that once the final pegasus enters, it won't trigger Archon of Sun's Grace again once its gone. We can do this at any time with Stasis Snare or Swords to Plowshares, but with one of our instant speed enablers out we can do it with any of our enchantment based removal pieces. This is also a great, clean way to win the game with instant pegasus tokens that doesn't generate as much salt as the previous way!
d) The Quelling
This is brutal combo that does not with the game outright, but prevents our opponents from catching or stopping us. In short, we are going to cast Solemnity followed by Decree of Silence. The latter card normally is a temporary effect that counters the next three spells our opponents would play. Solemnity prevents us from placing the depletion counters, however, making sure that we now counter every spell that our opponents play. This isn't an absolute lock in that our opponents may have uncounterable spells, card:Boseju, who Shelters All or some other sort of counterspell protection, and can still use abilities on the battlefield, so a Meren of Clan Nel Toth deck for instance could recycle a Reclamation Sage to ruin our lock. That being said, most of the time when we cast this our opponents will have little room to maneuver, freeing us up to easily win via another mechanism.
e) The Banishing
This is another combo that doesn't outright win the game, but positions us well to do so, especially if we've got Privileged Position out (we don't want Sterling Grove in this case because we want to target our stuff! Basically we are going to cast Parallax Wave with Opalescence on the board. This will make Parallax Wave into a creature. The normal reason people don't like Parallax Wave is that you eventually need to sacrifice it and give all of our opponents their stuff back. In this case, we are going to exile everything, and give nothing back! What we need to do is use wave's ability four times in a row, with each trigger in response to the next on the stack. When we remove the first three counters we will target our opponent's creatures and enchantments (since all enchantments are creatures). For the fourth trigger we will have Parallax Wave target itself, since its a creature after all! The final trigger will resolve first, and Parallax Wave will then return a new copy of itself with five fresh fade counters to the battlefield. Then the remaining triggers will resolve and the three things we targeted will be exiled permanently, since the original copy of Parallax Wave will have already left the battlefield. We can then do this repeatedly till all of our opponents creatures and enchantments are gone, clearing the way to use our enchantments to attack them! If they try to cast more creatures, we can just exile them. If they try to remove Parallax Wave with anything short of Krosan Grip, we can just remove a fade counter in response and target itself, thus dodging removal! This is an effective way to shut our opponents down while winning the game with enchantment beatdown.
2) The Land Will Defend Itself
In this instance we are winning in the classical enchantress way- by beating our opponents down with our enchantments themselves or by doing it with creatures generated by said enchantments. The key cards here are Opalescence and Starfield of Nyx, both of which turn all of our non-aura enchantments into creatures which we can use to beatdown our opponents. The latter has the added benefit of being able to recur fallen enchantments as well. The peril of doing this, of course, is that all of our enchantments become vulnerable to creature-based removals and board wipes, so we need to be very careful not to do this until we can protect our board and be prepared to win via these measures. Using some of the above combos from our Warding section will provide great protection, as will the impregnable pillowfort options listed in our mid-gamer sections, and it never hurts to have Arcane Denial in hand if things go south.
Even without the above two cards, we can also begin to generate flying attackers via Sigil of the Empty Throne and Archon of Sun's Grace simply by doing what our deck is built two. This is very easy to do with Omniscience on the board, but we can just do this incrementally and win with a tempo approach as well.
3) Strike Down the Transgressor!
We said in the beginning that Tuvasa is sort of like a Verduran Enchantress stapled to a Yavimaya Enchantress, and as such in addition to drawing cards she can get quite large, which means that knocking a player or two out with commander damage can be very viable. The best way to get her through, other than a board wipe, is with Flickering Ward, which can give her protection from your opponents' blockers, giving you the kill! As said in the beginning, this isn't at all the most viable way to win and thus we have committed very little in the deck to this approach, but it is an option that we will sometimes use nonetheless.