Athreos, Enchantress

The idea behind this deck is to have every card some variation of the word "enchant" on the card. The only card in the deck without the word "enchant" is Demonic Tutor which is included to help set up combos.It started as an Athreos Constellation deck with most all the enchantment creatures from the Theros block, and was slow, but good in the late game. It still had many non-enchantment cards that were just good-stuff cards. I slowly kept adding enchantments, and eventually decided to begin removing all cards without the word enchant somewhere on them. Over time it has become the deck that I have put the most effort and money into, and finally believe that it is cohesive and complete enough to begin a primer/explanation of the deck.

This one I am still debating; my experience and gut says to go with Athreos, God of Passage because having a 5/4 commander with her ability is super strong, but part of me thinks that Daxos the Returned would be better, if I can consistently get 3 or more experience counters. Athreos' creature recursion is great because I have no other way to return creatures from my graveyard, and the life loss is even better with cards such as Exquisite Blood and Wound Reflection. Daxos has the ability to be an excellent late-game closer, but only if I am able to gain enough experience counters, which shouldn't be hard in this deck. Daxos tends to draw hate once opponents know that I am playing enchantments only. I am playtesting Daxos now, but am keeping Athreos as the commander for the purposes of this article until I can more fully explore Daxos' potential.
  • Enduring Ideal is probably the most powerful card in this deck, as it gives me access to almost half my deck, and the cards aren't counterable once Enduring Ideal resolves. Fate Unraveler then Exquisite Blood followed by Sanguine Bond will kill everyone at the next opponent's draw step. I'll mention this card several times below and expand on its usefulness.
  • Exquisite Blood + Sanguine Bond This is the quickest win condition in the deck, and once the two spells resolve it effectively ends the game with the next damage to an opponent or life I gain. This combo is essential to winning beating other combo decks or when an immediate win condition is required.
  • Luminarch Ascension This allows me to generate a huge token army of 4/4 flyers for a fairly small mana cost. This can be activated even while EPIC is active.
  • Starfield of Nyx This card turns all of my non-creature enchantments into big-bodied creatures that can usually attack as soon as Starfield is on the battlefield. This can often create enough creatures to swing for the kill if an opponent isn't expecting my enchantments to become so many creatures.
  • Cataclysm replaced Tragic Arrogance because of its land destruction ability. With the boatloads of mana produced by Serra's Sanctum it is possible to cast Cataclysm followed by Enduring Ideal , allowing me to play high mana spells while everyone else is stuck with around 1 available mana.
  • Extinguish All Hope is the best boardwipe for this deck, as all but 5 of my creatures are enchantment creatures.
  • Winds of Rath is similar to Extinguish All Hope, and with my many Bestow cards in the deck and a couple of Auras, it is likely that I will end up with the better board position post-wipe. It can be troublesome against Voltron decks though.
  • Merciless Eviction Great Wrath card, but expensive casting cost. Takes care of pesky indestructible creatures such as Gods though.
  • Austere Command Gives me options, which is nice.
  • Replenish is the best recursion card for this deck, as it will return almost all my nonland permanents from my graveyard TO THE BATTLEFIELD, but it also doesn't do the same for my opponents.
  • Open the Vaults is slightly worse than Replenish, but I still usually end up with more permanents returned than my opponents. It can be bad against any artifact heavy deck though.
  • Second Sunrise Excellent after a boardwipe, but not useful against exile. Downside is that opponents get their permanents back also.
  • Academy Rector Searches my library for an enchantment AND puts it onto the battlefield.
  • Fountain Watch Gives my Enchantments shroud and if it has an aura attached and Greater Auramancy on the field, it is shrouded itself, along with Auramancy
  • Grand Abolisher This protects my enchantments from being countered, and allows me to get the Blood+Bond combo out easier.
  • Blind Obedience Slows down my opponents, and Extort gives me an extra mana outlet.
  • Greater Auramancy Protects my board and can combo with Fountain Watch or Indestructability or Concerted Effort + Spectra Ward to make it very hard to tamper with my board state.
  • Luminarch Ascension A new addition, but the Quest Counters shouldn't be hard to acquire, and once it is active, it is an exceptional token engine and mana outlet, especially since it can be used multiple times per turn.
  • Quarantine Field A better Oblivion Ring, good at dealing with pesky permanents.
  • Rest in Peace This card frustrates my opponents more than any other, its downside being that it can be detrimental to me if I need to use Replenish or any other of the graveyard return spells. I tend to only cast it once my permanents have protection, shroud, or indestructible, or if I am playing any deck with heavy graveyard action.
  • Aura of Silence Especially effective against voltron and artifact decks, always happy to draw this card.
  • Ghostly Prison Helps me stay safe within my pillowfort, and encourages my opponents to fight among themselves.
  • Grasp of Fate A strictly better Oblivion Ring that is invaluable in multi-player games.
  • Karmic Justice Discourages opponents from destroying any of my enchantments or lands.
  • Necropotence Allows me to find pieces to any combo I am trying to set up, or find me Enduring Ideal .
  • Polluted Bonds Lifegain, and a tax on land ramp decks. Seems to be a good constant drain on the opponents.
  • Phyrexian Arena Card draw engine, not as powerful as Necropotence, but still effective.
  • Attrition Much better than Seal of Doom , which was in this slot previously. Also provides a sac outlet to get added value from Dictate of Erebos.
  • Underworld Dreams Very effective against opponents with heavy card draw advantage, especially blue decks.
  • Concerted Effort This one is amazingly powerful if I have Spectra Ward on the battlefield, still effective otherwise.
  • Worship Prevents me from dying to combo kills, and hard to deal with for most combo decks, especially with Indestructibility or Greater Auramancy.
  • Black Market Mana ramp in black.
  • Dictate of Erebos Discourages opponents from targeting my creatures. When used with Attrition as a sac outlet, it causes my opponents to have to sacrifice their own creatures, while I can just sack tokens generated with Luminarch Ascension or Heliod, God of the Sun.
  • Exquisite Blood Helps me stay strong in the late game while my opponents attack each other. Also part of the Exquisite Blood + Sanguine Bond game ending combo.
  • Painful Quandary This card draws a lot of hate from my opponents, while not being vital to my play at all. Great at goading opponents into wasting an enchantment kill spell on this, and if it is not destroyed, it can quickly end games.
  • Sanguine Bond Part of the Exquisite Blood + Sanguine Bond combo, also effective on its own.
  • Starfield of Nyx Turns all my Global Enchantments into Creatures, giving me a quick way to end a game, especially if I am down to just one opponent. I can usually swing for 20+ damage the turn it comes into play. Plus it returns my enchantments from the graveyard to the battlefield.
  • Wound Reflection This one ends games quicker than any of my other non-combo cards. Downright Deadly.
  • Debtors' Knell The only time I am upset to draw this card is when I have Rest in Peace out. Otherwise it can be incredibly powerful, bringing back cards like Vorinclex, Voice of Hunger . Opponents usually try to deal with this card as soon as it is cast.
  • Grave Betrayal Again, this one loses its efficacy when Rest in Peace is on the battlefield, but otherwise it is a great card I am usually happy to draw.
  • Nether Void This card is amazing after resolving Enduring Ideal and will likely be the first card I search for every time.
  • The Abyss Since I am not running many creatures, and my commander is Indestructible, this one generally won't affect me as much as opponents.
  • Sphere of Safety in theory this should function better than either Ghostly Prison or Koskun Falls, but the cost seems on the high side, making it a better target for an Enduring Ideal search than it is during the early game.
  • Suppression Field I only have a handful of activated abilities in the entire deck, and this should prove especially useful to thwart combo decks.
  • Koskun Falls Another shield to help protect me from token armies and creature damage.
  • No Mercy Yet another deterrent to make people think twice before attacking me. Any creatures that make it through Ghostly Prison and the like will die to this.
  • Land Tax Land ramp source, also helps thin my deck in the late game.
  • Contamination Land hatred is always powerful, and although I do run more white spells than black and have no artifact sources of white mana, I want to try this out and see how powerful it can be.
  • Bitterblossom Gives me a creature to sacrifice to Contamination.
  • Humility This will make lots of fun times for judges with Starfield of Nyx, also good way to hate out powerful commander creature abilities.
  • Rule of Law Replaces Eidolon of Rhetoric, doesn't die to creature wipes or Humility
  • Tainted AEther MORE creature hate! MORE land hate!
  • Night of Souls' Betrayal This combos with Humility for a permanent wrath effect.
  • Words of Waste After casting Enduring Ideal , if one piece of the Blood+Bond combo has been exiled, I can shut out my opponents out of the game with this.
  • Stony Silence This prevents many many combos from happening, without affecting me at all.
  • Solitary Confinement I can use Necropotence or Phyrexian Arena to "draw" cards to discard, and this is one of the best protection pieces in the game.
  • Moat The most expensive card I own.

Well there it is in all its glory. Please upvote here: +1 UPVOTE

Although I think this deck is fully built, I have included some cards in the acquireboard which I own but have not tried in this deck. I may experiment with these at some point, please feel free to make any suggestions about additions to the acquireboard.

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Pulled some weaker pieces, added some more stax pieces.

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Date added 7 years
Last updated 7 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

63 - 0 Rares

14 - 0 Uncommons

2 - 0 Commons

Cards 100
Avg. CMC 3.88
Tokens Angel 4/4 W, Enchantment Cleric 2/1 W, Faerie Rogue 1/1 B
Folders EDH
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