Maybeboard


Edit: finally done some extensive playtesting and what do I say, this deck is a blast. If your friends never played against enchantress voltron, the first few wins will come out of nowhere - this deck is perfectly capable of suddenly going off and closing the game in one-two turns with countermagic/recursion backup. Following the testing I added in some more answers (and considering adding even more) and am strongly considering dumping Rafiq for a more optimal enchantment with the same effect (although exalted and a blocker are useful).

My reasoning for the cards so far:

1) Ramp and fixing

  • Utopia Sprawl, Exploration, Land Tax, - efficient ramp that synergises with the Enchantress theme;

  • Kodama's Reach and Nature's Lore which is a ramp spell that enables subsequent plays with the untapped land;

  • Sol Ring is just too good to exclude. I decided not to run usual artifact ramp such as signets, ingots and lotus because I run them everywhere and am playing green. If I ever want to include artifact hate into this deck, it can be swapped for enchantment ramp;

  • Mirari's Wake, Bear Umbra are mana-doublers that allow for enchantment spam mid-late game.

2) Enchantress - for overwhelming card advantage

3) Win Conditions

  • Jenara, Asura of War can come online turn 3, sometimes turn 2, and potentially hit for 4-8+ flying commander damage turn 4. She is a great mana sink and allows access to Bant colours. Her counters are also easy to restore if she leaves the board;

  • Sigarda, Host of Herons is very hard to interact with and therefore can be stacked full of auras and swung for lots of damage if Jenara is unavailable, providing an alternative win condition as well as a handy edict immunity and a (bl/r)ocking body ;)

  • Rafiq of the Many effectively doubles +2 your already significant damage granted by auras and large base power on your wincons; it is he who potentially allows for an amazing damage spike turn 4. Arguably, playing Duelist's Heritage or Battle Mastery instead of Rafiq is an easier and more optimal option, but sometimes you just gotta block and an extra blocker doesn't hurt;

  • Kor Spiritdancer, Sun Titan are less impactful but can still be used to apply pressure in a pinch. The spiritdancer has amazing synergy with auras and the titan is a big body that recycles your auras or enchantresses;

  • Enchanted Evening + Calming Verse : a janky combo to end all janky combos. I used to run Cleansing Meditation instead of the Verse, but the latter is still easy to cast while having a much less restricted condition - that you tap out. You can float your mana for protection, holding up a counterspell, tap out and then Verse, destroying everyone's board - and in 99% of cases, instantly winning - but yours with the Enchanted Evening out;

  • Sigil of the Empty Throne: if you can't win with voltron/aura beats, just spam your cheap, self-replacing enchantments for a dozen of 4/4 angels.

4) Tutors: the Gathering

5) Spot removal

6) Auras

  • Armadillo Cloak, Unflinching Courage - large auras that greatly increase one's clock, give sustain and trample;

  • Eldrazi Conscription - if this resolves, you will pretty much be able to shut down an opponent per turn. I am considering cutting it due to how hard it is to cast and resolve;

  • Shield of the Oversoul, Shielded by Faith Alpha Authority - indestructible and hexproof providers, the auras for which you fetch the most. I also run Swiftfoot Boots because it's an extra hexproof source, although I am considering swapping it in for another redundant aura;

  • Spirit Mantle essentially reads "unblockable" and can protect from a good number of nasty ETB effects;

  • Vanishing lets us save Jenara and her auras late game and counteracts mass exile/edict effects that bypass hexproof/indestructible; a very cheap and versatile card and a reward for playing blue. Use it alongside or instead of the Flickerform;

  • Ethereal Armor, Ancestral Mask, Daybreak Coronet synergise with large amounts of enchantments that we have and provide massive, game-ending boosts to our beatsticks;

  • Bear Umbra gives a great boost to the enchanted creature, fuels Enchantress, provides protection from removal and effectively doubles your mana. A must-play;

  • Rancor's main purposes are providing trample to your main beaters while recycling itself and feeding Enchantress. Combos with Auratog.

7) Stall cards and silver bullets

  • Aura of Silence, Aura Shards make enemy artifacts and enchantments less threatening,

  • Privileged Position, Sterling Grove, Fountain Watch grant everything that you have hexproof. If you manage to field Privileged Position and either one of the other two cards at the same time, the only way your opponents will be able to interact with you is via edict effects and board wipes - and the deck still has answers to both of these. Clever Impersonator helps to assemble this "lock" by acting as its 2nd piece,

  • City of Solitude shuts down control decks and interaction, forcing the opponents to remove it or suffer. Note, however, that it works both ways - worth keeping in mind when there's a combo player around,

  • Dueling Grounds throws a wrench into token/overrun decks,

  • Supreme Verdict, Winds of Rath, Cyclonic Rift - efficient board wipes,

  • Karmic Justice - this Nivenyrral's Disk/Serene Heart doesn't look that sweet now, does it?

  • Enchanted Evening. Where do I get started with this card? It looks deceptively simple yet is probably one of the most powerful - if not the most powerful card in this deck. Let's look at what it does:

  • discourages the opponents' playing enchantment boardwipes like Austere Command lest they Cataclysm everyone's board,

  • feeds the enchantment count for Ancestral Mask, Ethereal Armor, making Jenara obscenely huge,

  • powers up Serra's Sanctum, which now taps for any amount of mana you could possibly want - enough to probably win the game with Jenara's activated ability alone,

  • turns your Krosan Grip and similar effects into Vindicate,

  • enables cheeky combos with Aura Thief and Calming Verse,

  • has forgiving mana cost and can be ramped into turn 3-4.

  • Arcane Denial, Swan Song are aces up our sleeve, protection against pretty much everything that threatens us. I chose the Denial over Counterspell because the latter's UU can be tricky to cast at times and it replaces itself. While it does give cards to an opponent, this deck's great card advantage makes it less painful. I am also contemplating running a third piece of countermagic in either Counterspell or Delay;

8) Utility

9) Land

10) Cards of note not in this deck

  • Counterspell or Delay will go in if I think that I need a third of fourth counter to protect my board or shut down combo. I think three counters is the right amount for this deck that doesn't dilute the gameplan too much but I need more testing to find out what I want to slot out for it. As of now I think more interaction is necessary but am still debating what to slot out,

  • Flickerform is a mana-hungry Vanishing that does not preserve the counters on Jenara. However, WWWWW that it needs (assuming same turn activation) is easier to get in this deck than UUU. I would definitely run it alongside Vanishing if my group starts packing more mass enchantment removal or Merciless Eviction/card:Evacuate-type boardwipes,

  • Carpet of Flowers is a sick, sick Magic card that is either broken beyond repair or utterly useless depending on your playgroup and meta. If you know you will be facing blue players - especially mono-U, like Talrand, Asami, Memnarch, Thada Adel etc. - I would strongly recommend replacing something like Abundant Growth with it,

  • Crop Rotation is one of my favourite Legacy cards and I was greatly tempted to put it in as a way to tutor for Serra's Sanctum and utility lands (or even go deep and play Dryad Arbor alongside it),

  • Darksteel Mutation shuts down enemy commanders hard while also drawing you cards off enchantresses and benefiting from your mass-hexproof shell. It's still easier to get off the board than Detention Sphere because the neutered creature can still be sacrificed but it's effect is crazy strong and I would consider it as a potential alternative or addition to my spot removal,

  • Duelist's Heritage is, arguably, a strictly better Rafiq of the Many; while it doesn't pump for 2, it is also much easier to cast, synergistic and hard to interact with. I run Rafiq because I am a little bit uncomfortable playing less than 14-15 creatures in a non-Talrand deck,

  • Creeping Renaissance, Open the Vaults, Faith's Reward are mass enchantment recursion cards. Only in actual play I've seen how important these are - and it's definitely a valid option to include one of those for a total of 3 mass-recursion effects,

  • Island Sanctuary, Ghostly Prison, Propaganda, Sphere of Safety are cards to consider if one is too poor to get a Moat but wants to play a more pillowfort-y strategy,

  • Hall of the Bandit Lord is a valuable utility land which doesn't make the cut cause it can't assist Jenara's first cast. Definitely a card worth considering - but perhaps less so than in Sigarda or Uril aura voltron,

  • Sphinx's Revelation is just silly with Serra's Sanctum. However, it dilutes our gameplan and we already have strong card draw and often life gain in this deck.

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Date added 8 years
Last updated 7 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

48 - 0 Rares

22 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 2.92
Tokens Angel 4/4 W, Beast 3/3 G, Bird 2/2 U
Folders Deck References/Ideas, EDH, Enchantress, interesting Deck ideas, Neat Decks, Voltron
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