The Enchantress Package
I want to start off with the enchantress package. It's not exactly anything crazy or special but it is the core of the deck and will enable some other interactions so it's worth knowing well. Thanks to C18 and M19 there are now seven iterations of the classic enchantress effect, i.e. draw a card when you play an enchantment. Within the seven there are a few distinctions to keep track of. There are two "may" triggers seen in Mesa Enchantress and Verduran Enchantress as opposed to the other five which are mandatory. There is also one "enter the battlefield" (ETB) trigger, seen in Eidolon of Blossoms, which also counts itself on ETB, as opposed to all other triggers which are on cast. Lastly there is Tuvasa the Sunlit which deviates slightly (and understandably so with that +1/+1 effect) by limiting the enchantress effect to only take effect on the first enchantment you cast each turn. This works nicely in conjunction with Leyline of Anticipation or any enchantments that happen to have flash, if you run them, letting you get card advantage on even your opponents' turns.
Seeing these enchantresses early is absolutely vital, having one can be enough but usually having two or more is what makes the deck really go above and beyond. Coming in at 42 enchantments, with almost half the deck triggering your enchantresses having two of them on board means you're almost guaranteed to always have an enchantment in hand. For added consistency the deck could really use tutors, which I have a few of but could definitely improve upon. I currently run Fauna Shaman, Diabolic Intent, Diabolic Tutor, and the rather silly Archmage Ascension which has beautiful synergy with another card that also helps you dig for enchantresses early on: Sylvan Library. Having Tuvasa and the Leyline also helps the Ascension trigger more quickly and once ready it really just turns into a wincon. I'll discuss further upgrades on the tutors in a following section.
Mana Ramp and Lands
The next most important thing to understand well is the deck's mana base and ramping capabilities. Unlike most decks, this deck runs not only aura based ramp but also filter lands. The aura based ramp is used to maximize the card advantage gain provided by our enchantresses. We run nine auras that will either ramp, mana fix, or both. In addition to enchantress synergy the auras have stupid synergy with Estrid, the Masked, allowing us to double up on the mana from enchanted lands with her +2. While Estrid has great utility outside of ramping she also allows Kydele, Chosen of Kruphix to become a huge problem so I listed her under ramp since more often than not ramping will be her primary role on your board.
Speaking of Kydele, if you get the chance you'll want to cast either Aspect of Mongoose or Gift of Immortality onto her. These will give her much needed protection as well enabling the synergy with Estrid without having to spend a turn to give Kydele a mask aura. To add to Kydele's ramping the deck runs her patron god, Kruphix, God of Horizons. Having the god on board instantly enables this deck immensely. With it you can draw to your heart's content and you can tap Kydele without worrying about any excess mana going unused since it'll carry over. Ironically enough, though, you will need to worry about it and keep track of it but this is a blessing! To better aid the use of colorless mana, whether from Kydele or Kruphix, I run a set of five filter lands. The best of these is Cascading Cataracts which is indestructible but, more importantly, filters five mana at a time. I'm thinking of lowering the number of filter lands in favor of at least dual lands and getting a Crop Rotation since drawing into more than two of these while developing your mana base during early game is not a fun time, especially in a four color deck. Honestly, the general mana base listed could use a major overhaul but that can be expensive and I'll work on it slowly over time.
Control and Pillow-Fort
The control package in this deck is very straightforward. It consists primarily of five counter spells and five "pseudo-removal" enchantments. I call them pseudo-removal because they don't necessarily cause an indefinite removal of permanents in the traditional sense, like a Path to Exile or a Beast Within would. But they can manage to do a better job than the average removal spell. Nothing hurts quite like having your commander Imprisoned in the Moon and thus being able to interact with it only as a nonbasic land that makes colorless. Like I mentioned earlier, you'll want to use the control package to protect your board from big threats like boardwipes or to stop combos from going off.
To help in keeping you in the game this deck has the obligatory pillow-fort package. Sphere of Safety is a real trooper when it comes to deterring attackers from swinging your way but for early game having access to either Propaganda or Ghostly Prison should be enough to mitigate damage and let you make it to mid or late game.
All Other Utility
Typing up neat interactions here...