This is an enchantment voltron deck based around Bruna, Light Of Alabaster. Basically, you find one of your main kill enchantments, attach it to Bruna, and turn her side- OH WAIT, she has vigilance. This is a slightly budget build and any help is greatly appreciated.
The following is why I choose each of the cards for this deck (If anybody can help me format this, please tell me. I am not a computer expert and don't know quite how to format this.
The Auras:
Game Winners (Battle Mastery and Corrupted Conscience):
These cards are your main win conditions and are probably the second and third most important cards in your deck (behind Bruna). With these cards on Bruna, you will kill a person very quickly.
Politicians (Vow of Duty and Vow of Flight):
While the +2/+2 bonus is decent, these are in the deck because you can stick them on your opponents creatures and try and get them to swing at somebody else. This works much better than you might think at first.
Evasion and Protection (Aqueous Form, Pentarch Ward, Curator's Ward, Pariah, Unquestioned Authority, Gift of Immortality, and Indestructibility):
These cards do exactly as they sound: provide Bruna with evasion or protection. I threw Pariah with this group because it's protection for you.
Generically Good Auras (Faith Unbroken, Spectra Ward, Holy Mantle, and Ethereal Armor):
These are there for the bonus they provide in stats. Holy Mantle and Spectra Ward could be classified as evasion for their protection, but I use them more for their stats.
The Tutors: (Open the Armory, Auramancer, Heliod's Pilgrim, Perpetual Timepiece, Three Dreams, and Boonweaver Giant):
These are very important because getting your game winner auras is very important. Any of these will allow you to get what you need. I put Perpetual Timepiece in this group because milling yourself for some auras is basically tutoring in this deck.
Removals, Counters, and Hindrance:
Removals (Reality Shift, Into the Roil, Farm / Market, and Detention Sphere):
These are as simple as it sounds: Remove the annoying cards on your opponents board.
Board Wipes (Settle the Wreckage, Fumigate, Tragic Arrogance, and Nevinyrral's Disk):
How can you play without them?
Counters (Counterspell and Siren Stormtamer):
The are your counters. Do I need to say much else. I guess I'll say I love Siren Stormtamer in this deck.
Opponents Bane (Pacifism):
If you failed to remove your opponents creatures from the board, these will definitely help out.
Card Draw (Preordain, Fact or Fiction, Sram, Senior Edificer, Kefnet the Mindful, and Foresee):
Simple card draw. I have a ton of them because you really need to dig in order to get what you need.
Non-Land Mana (Azorius Cluestone, Azorius Signet, Sol Ring, Commander's Sphere, Hedron Archive, Fellwar Stone Darksteel Ingot, and Thought Vessel):
I have a ton of mana rocks in here for reasons. I tend to run out of mana late game, plus the sooner you cast Bruna, the better. Most of these also have alternate effects for bonuses aswell.
Evasion (Ring of Evos Isle):
Oh how I wish I had more of these! Hexproof is so important to Bruna and being unblockble is extremely good. This is the category I think I need the most help with. Any suggestions for Hexproof Givers are accepted.
Other Cards:
Other Creatures (Ajani's Chosen, Knight of the White Orchid, Eidolon of Countless Battles, Protector of the Crown, Graceblade Artisan, Glyph Keeper Luminarch Ascension, Danitha Capashen, Paragon, Hero of Iroas, and Wall of Denial):
These are all good for their own separate reasons, but mostly they are supposed to be replacements if Bruna becomes tucked or just becomes too much to cast. I threw Luminarch Ascension in here for the token generation it provides.
Temple Bell: Who wants to hurt you when you're giving everyone free stuff! Plus, the sooner you can get your key game winning auras, the better.
Helm of the Gods: This is insane! 1 mana for what is most of the time a +8/+8 or more boost is just ridiculous.
Sigil of the Empty Throne: Most of the time you'll be cheating out your auras, but a 4/4 angel is still good if you just pay the 2 or 3 mana to hard cast them.
Myth Realized: A nice card that if played turn 1 could grow huge as my auras get played. A nice inclusion.
Sigarda's Aid: Absolutely love this card. Yes, it means you have to hard cast your auras, but when you can then hold something like a Curator's Ward at instant speed, it is definitely worth it. Plus, it most of the time goes under the radar if played on turn 1.
Land Mana:
Azorius Lands (Azorius Guildgate, Glacial Fortress, Meandering River, Exotic Orchard, Irrigated Farmland, and Command Tower):
To put it simply, these can tap for both White and Blue.
Land Tutors (Evolving Wilds):
Grab what you need when you need it. Yay!
Rouge's Passage: Again, Bruna being unblockable is extremely powerful in this deck.
Temple of the False God: Sol Ring but on a land. Cue Owen Wilson.
Homeward Path: It is very, VERY bad for you if Bruna is stolen from you.
Mystifying Maze: Maze of Ith except it's affordable!
Field of Ruin: Unfortunately the only land destruction method I have, but 1 is better than none!
15 Plains and 11 Islands: You need them. They are the cornerstone of your stuff.
This is my Bruna deck. I feel like it needs a lot of help, so any amount of it is appreciated.