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Enchantress + Superfriends - Estrid, the Masked

Commander / EDH Enchantment GWU (Bant) Superfriends

TheManaFix


Want to build a superfriends deck but don't want to build the same old boring Atraxa deck like everyone else! Try Estrid! Estrid has great synergy as an enchantress commander and as a superfriends commander!

This enchantress package is going to be the primary value engine for the deck. The two most important pieces of this portion of the deck are ramp and card draw. The ramp cards we're running primarily synergize with Estrid, the Masked 's +2 ability, which untaps all of our enchanted permanents. So enchanting our lands with cards like Overgrowth and Dawn's Reflection turn Estrid's +1 ability into a massive mana producer.

The card draw is going to ensure we don't run out of gas too quickly. You'll see that several staples are here like Rhystic Study or Sylvan Library which are just solid options in general. Also, enchantress cards like Argothian Enchantress and Eidolon of Blossoms will keep our hands full as we continue to cast spells.

Let's go over a few of the notable superfriends here. Commander is one of the few formats in which Oko, Thief of Crowns can still be played. This guy isn't as degenerate in a multiplayer format but man.. he's still really good. That +1 ability is able to turn a commander into a 3/3 elk which is going to halt that person's game plan pretty efficiently. We're running several walkers like Teferi, Hero of Dominaria or Jace, Unraveler of Secrets that can provide card draw and also have built in removal. Elspeth, Sun's Champion and Ugin, the Spirit Dragon are both extremely powerful walkers that have built in boardwipes to help protect us and our boardstate.

Also worth mentioning here are some of the superfriends staples we're running. I'm primarily referring to cards that help us with our loyalty counters like Doubling Season or Vorinclex, Monstrous Raider . Having one of these two cards out and casting one of our planeswalkers will usually mean we can use their ultimate ability right away. Just about all of our planeswalkers gave game-changing (if not game-winning) ults. Deepglow Skate can also get us there if we have a walker or two out when we drop this guy down. We're also running cards like Evolution Sage that help add counters to our walkers.

Finally, we need to talk about The Chain Veil . This card is just really good on it's surface, but when combined with Estrid, the Masked and multiple enchanted lands that tap for more than one mana, we can go infinite. What we do is use Estrid's -1 to enchant The Chain Veil. That way, when we use Estrid's +2, The Chain Veil untaps in addition to all of our enchanted lands. Our lands untapping provides us with the mana needed to activate The Chain Veil again, which allows us to use Estrid's + ability again and continue the cycle. This will provide us with infinite mana and infinite planeswalker activations for Estrid and any other walker we have out. This really should win the game as we are able to, at the very least, begin using Estrid's -7 to start putting out free enchantments.

The strategy is relatively simple here. In short, we want to get to a point where we are able to use our planeswalkers ultimates to outvalue our opponents or beat them on the spot. One prime example of this is having out Doubling Season and casting Jace, Architect of Thought . Once Jace resolves, we immediately activate the -8 and cast a spell from each opponents' library. Let's say we're able to cast Avenger of Zendikar , Urabrask the Hidden and Craterhoof Behemoth .. That's going to win us the game in most situations. And this is just one example but there are many different ways to close the game out using these ultimate abilities. The possibilities are (almost) endless!

How are we going to accomplish this? Well our early game is going to consist of ramping up usually by enchanting our lands to play into our commander's + ability. We want to get some card advantage going too so a Rhystic Study or enchantress effect is going to be imperative. Next thing we want to do if possible is get out a Doubling Season effect. If that's not possible, throwing out planeswalkers is fine, but we need to have ways to protect them, so this is where cards like Sphere of Safety or Peacekeeper are going to come in handy. Boardwipes like Supreme Verdict and removal spells like Grasp of Fate are also going to help us keep our opponents away.

Once we're able to ult one of our planeswalkers, we're usually ahead of our opponents and it should all be downhill from there.

Thanks for taking the time to look at this! If you like the deck, be sure to watch my full deck tech on YouTube here:

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Casual

98% Competitive

Top Ranked
Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

20 - 0 Mythic Rares

40 - 0 Rares

11 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.31
Tokens Angel 4/4 W, Beast 3/3 G, Clue, Elk 3/3 G, Emblem Elspeth, Sun's Champion, Emblem Jace, Unraveler of Secrets, Emblem Kiora, Master of the Depths, Emblem Tamiyo, Field Researcher, Emblem Tamiyo, the Moon Sage, Emblem Teferi, Hero of Dominaria, Emblem Teferi, Temporal Archmage, Food, Human 2/2 G, Kor Ally 1/1 W, Mask, Octopus 8/8 U, Soldier 1/1 W, Wolf 2/2 G
Folders EDH
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