This is a Sythis, Harvest's Hand Enchantress deck. The goal of the deck is to get a ton of value by playing powerful enchantments. Once the card draw engine is set up, I can play multiple enchantments in a turn and draw through large amounts of my deck at a time. That allows me to find a win condition and end the game.
Card Draw:
The most important piece of the deck is the Enchantress card draw engine. Argothian Enchantress, Enchantress's Presence, Mesa Enchantress, Verduran Enchantress, and Satyr Enchanter all allow me to draw a card whenever I cast an enchantment. Setessan Champion lets me draw a card whenever an enchantment ETBs under my control, as well as gets +1/+1 counters. Femeref Enchantress allows me to draw cards any time any enchantment is destroyed, which can help to rebuild after a board wipe. Sylvan Library and Mirri's Guile both allow me to rearrange the top of my library to find more enchantments to play; and Sylvan Library also lets me draw more cards. Because this is such an important part of the deck, most of the rest of the deck is enchantments, so that I can take advantage of the engine and draw many cards every turn.
Ramp
Both Utopia Sprawl and Wild Growth are great turn 1 plays, because they allow an enchanted land to tap for additional mana. Exploration and Burgeoning are even better, because they both allow me to get extra lands into play. Starfield Mystic and Herald of the Pantheon are both 2-drops that can reduce the cost of my enchantments by . Mirari's Wake and Nyxbloom Ancient allow my lands to tap for additional mana. Once I am set up with enough enchantments, both Serra's Sanctum and Nykthos, Shrine to Nyx can provide me with a ton of mana. The deck runs Stony Silence as a hate enchantment against artifacts. Because of this, Sol Ring is the only artifact in the entire deck.
Removal
The deck runs 3 board wipes with Wrath of God, Cleansing Nova, and Hallowed Burial. Board wipes are counter-intuitive to the deck because it's important to keep both the enchantments and the enchantresses on the board; therefore, most of the removal in the deck is spot removal. Song of the Dryads, Darksteel Mutation and Prison Term are all auras that can disable my opponent's creatures, and are especially good against problematic commanders. Song of the Dryads is especially useful since it can hit any permanent. Aura Shards and Aura of Silence both can destroy artifacts and enchantments, and synergize nicely with Femeref Enchantress. Grasp of Fate allows me to exile the most problematic non-land permanent from each opponent. The deck also runs Ghost Quarter to deal with problematic lands.
Protection
Several enchantments in the deck provide some sort of protection for me or my permanents. Privileged Position + Sterling Grove
or Greater Auramancy + Privileged Position
provides all of my permanents with hexproof and shroud and can't be targeted. This combo is especially good since it can protect Grasp of Fate and Song of the Dryads well. Destiny Spinner prevents my creatures and enchantments from being countered, and can function as a late game finisher. Dragonlord Dramoka prevents my opponents from interacting on my turn while I'm trying to go off. Both Solitary Confinement and Worship help to protect me by preventing damage. Aegis of the Gods gives me hexproof. Karmic Justice works as a strong deterrent against most board wipes, and allows me to remove my opponents cards when they destroy my enchantments.
Win Conditions
This deck has plenty of powerful win conditions. Opalescence and Starfield of Nyx turn all of my enchantments into creatures. Heliod, God of the Sun gives them vigilance, Nylea, God of the Hunt gives them trample, and Concordant Crossroads give them all haste. Finale of Devastation gives my enchantments a huge boost once they are creatures. It can also act as an early game tutor to find an enchantress from my library or graveyard, and can be recurred. Sigil of the Empty Throne and Luminarch Ascension can make a large army of angel tokens. Nylea's Colossus can each give a huge boost to a single creature, and is devastating with Nylea's trample. Replenish allows me to return each enchantment from my graveyard to the battlefield.
Tutoring
This deck has several tutors in it: Enlightened Tutor, Idyllic Tutor, Worldly Tutor, Sterling Grove, and Finale of Devastation. Creature tutors specifically find enchantresses to start the draw engine. Since many creatures in the deck are also enchantments, the tutors are able to find me more options from my deck if I need to. For example: Idyllic Tutor can find Nyxbloom Ancient, since it is an enchantment. Once in my graveyard, the tutors can be recurred using Eternal Witness or Mistveil Plains and can be reused again.
Hate Enchantments
The deck runs a few hate enchantments. Stony Silence, Aura of Silence and Aura Shards all can deal with artifacts and/or enchantments. Ashes of the Abhorrent and Ground Seal help to deal with graveyard strategies. Authority of the Consuls helps to slow down aggressive creature decks. Revelation is a spicy add that makes all players reveal their hands. This is nice for gathering information around the table, but because it is an enchant world card, it does nonbo with Concordant Crossroads.
This deck is one of my most powerful and one of my favorites to play. I am looking for general suggestions to help make the deck a bit faster and more competitive.