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Enchantress in Legacy
Introduction Show
I played Enchantress before Legacy got its namesake and prestige; a time when Enchantress applied pressure and won with Yavimaya Enchantress and Rancor or Ancestral Mask; although, it is mostly associated with Legacy Enchantress containing Solitary Confinement (SC), a deck named Solitaire. The archetype endured because of its adaptability and gradual Color Shift. Legacy Enchantress saw varied lists, different win conditions and color combinations while retaining a core. I brewed decks, refined lists and learned on the largely supplanted MTG The Source and Mana Drain message boards. Today, Enchantress is not a deck but a shell, much like MUD and Delver.
Note: As of MH2, I am playing another build, Enchantress's Destiny. It is lower in curve and more dynamic, but Enchantress's Wish and its Primer remain relevant and educational.
Deck History: Old School Show
Enchantress is a Sorcery-Speed Combo/Control deck built around Main Board (MB) Argothian Enchantress (AE) and Enchantress's Presence (EP) for draw power and Wild Growth (WG), Exploration and Serra's Sanctum for mana. It showcased various, narrow Denial and Target Removal like Seal of Cleansing. Often, it boasted two or more colors for options. These options were great for local meta optimization and lead to deck list exploration and innovation.
It was disadvantaged against most strategies, on par with some, and had minor advantages against few. Sideboarding (Sb) was technical and limited because it inherently MBed Sb cards. Win Condition routes were unclear: mana intensive, cumbersome and copy light. MB and Sb cards were telegraphed and narrow. Thusly, it was regarded as too reactive and slow; hence, Enchantress saw little uniformity.
Enchantress was inconsistent and prolonged games. It ran circa 10 MB individual and different color Silver-Bullets. This complicated hands, mulligans, Top Decking, mana production and winning. Effectively, Enchantress was a Sb-deck: card-type acquaintances under a loosely defined umbrella. In the end, Enchantress decks had too few win conditions and needlessly complex lines; it let mana phase out and/or draw tens of cards and not win: squandered resources and match time.
The archetype balanced Non-Basic and Basic land, yet it suffered losses against Land Interaction because wins depended on Serra's Sanctum or stacking Land-Auras for explosive mana. Early Non-Basic fixing made attaching Land-Aura(s) risky, cumbersome and slow. Exploration eased land woes, but it was not quite the ramp Enchantress desired.
Buffing out the kinks, SpatulaOfTheAges created Solitaire in 2004, considered the backbone to competitive Legacy Enchantress. His list consolidated decks and unified pilots; although, not without resistance and debate. He established and continues to refine the list, build alternative Enchantress decks and plays Enchantress among other decks.
Possible Meta Decks: Affinity, Dead Guy, Duck Hunt, Landstill, Mono-Red/RG Goblins, Gro, Hulk Madness, MUC, Red Death, Show and Tell, Solidarity, $tax, Survival, TES, Threshold and Trainwreck.
Common Win Condition: Words of Wind, Words of War, Burning Wish for X, etc. Lastly, a lock that ate time and forced concessions. Game 3s saw draws, which resulted to declining tournament results.
Note: Aside from Enchantment love, why play this deck? It reads terribly.
Deck History: New School Show
New School Enchantress kept AE, EP and WG; pilots established an uniform staples list. Pilots lowered Exploration count and sought new ramp. The fourth copy of Argothian Enchantress and/or Enchantress's Presence were sided out. It removed many single-copy cards. It filled slots with redundancy, tutors and new interaction.
New School pioneered Living Wish (LW) and Emrakul, the Aeons Torn (EtAT) win condition, which opened slots. Builders established the seven MB Argothian Enchantress system with Green Sun's Zenith and seven Serra's Sanctum system with LW. LW further incentivized Sb restructuring for a new Age; the 2007-2012 Power Creep assisted.
LW, Oblivion Ring (OR) and Utopia Sprawl became stock; afterwards, Green Sun's Zenith and Abundant Growth were canonized.
Enchantress was more consistent, slot and win condition efficient; nevertheless, it needed better MB interaction, more or better tutors/Wishes and/or more and better Tutor/Wish targets. The new win condition was a boon, but it was not best EtAT variant; it still is not today.
Then Rest in Peace (RIP) released. Helm of Obedience (HoO) + RIP combo saw play. It reintroduced MB graveyard Denial, masquerading as a win condition. It, like previous win conditions, was fragile; if answered, Enchantress could not recur HoO and/or lost RIP to itself. RIP also pushed out Replenish, which earned its reputation as a situational win-more card. Although, many players opted to keep Replenish and their graveyards as a winning line.
Boasting new win conditions alongside improvements, Enchantress still wasted mana, draws and match time because it remained slow and contained too few and/or fragile winning lines. It struggled to close games because brewers did not have the resources to address Enchantress's archetypal drawbacks which limited interest and tournament success.
The 2007-2012 Power Creep bolstered Enchantress's strengths but better helped other strategies and radically warped the Meta. Bans further shook Legacy. Together, it accelerated all Metas, buffed Tempo, added powerful decks and eliminated decks; few changes were boons for Enchantress, while most posed new problems. Overall, New School Enchantress remained in a similar spot as Old School, with fewer but more magnified issues.
Note: WOTC plateaued the Power Creep at Avacyn Restored, May 2012. Since then, Enchantress received few auto-includes up to today's publishing.
Deck History: No School Show
Note: No School encapsulates the arguable end of New School and the start of Enchantress's Age of Irrelevance and Novelty. No School spanned circa 2009-Today (Publish date of EsW). It also signified that it had largely been out of player radar, so little information about it and its changes existed.
Irrelevance
The end of Enchantress's favor, though less than other meta decks, had been in steady decline some time during the 2007-2012 Power Creep. The deck was championed by archetype fans; subsequently, it returned to grassroots origins after a brief upsurge. Improvements were too minimal and sparse to retain and gather player support, while other decks improved and/or completely changed to better compete. With newly Legacy viable cards being printed at an increased rate, new decks were created and avidly tested. Older decks, like Enchantress, failed to adapt and stagnated, so the player base ignored them.
Archetypal Issues:
- Slow to play and win
- Fragile to MUD pieces
- Too defensive
- Unclear lines
- Dead draw prone
- Sorcery Speed (Needed more Instants and flexibility)
- Unable to close a game
- Did not compete well outside a Local Meta
Causes:
- Mana Base imbalance
- Mostly 3-4 MV cards
- Too many Gold or different color cards
- MB lacked staples
- Narrow Silver-Bullet cards
- Slow and increasingly irrelevant interaction
- Cumbersome, fragile win conditions
- Too few win conditions
Novelty
By 2010, Enchantress was closely associated with Legacy veterans and avid Enchantress-only pilots. Due to slight and sparse improvements, Enchantress became a novelty; nostalgia kept pilots returning or first-time users rediscovered it as an homage. Ultimately, Enchantress pilots played it for fun with little expectation of winning and adopted other decks to win; hence, No School because Enchantress participated, but it was outclassed.
Note: I bring awareness that Enchantress is worth revisiting and reinvesting because the Meta has changed positively for it, and Enchantment options have finally reached a threshold where Enchantress can better compete.
Introduction Show
Through an Enchantress player's lens, Legacy rapidly accelerated through Metas that could have been its own Ages/Eras. This acceleration has lead to the perfect Meta for Enchantress's return. Ultimately, one planeswalker caused the most change: Wrenn and Six. Then it was quickly banned.
As fast as the former entered and left, Oko, Thief of Crowns (Oko) created the next lasting Meta impact in recent times. It further cultivated and peaked an antagonistic Meta for Artifacts; consequently, MUD is dead. Stompy is crippled.
The MUD Age Show
Historically, Enchantress folded against MUD staples such as Trinisphere; it stagnated Enchantress's plays which negatively affected mana production and stopped its Win Condition. At its peak, Chalice of the Void saw various MB deck inclusions throughout the meta; it shut off Enchantress's Ramp Package and interaction and slowed the Draw Engine and winning lines.
Sb Engineered Explosives and Ratchet Bomb further tilted odds into MUD's favor by cancelling X-Turns. Ensnaring Bridge perfectly bested EtAT. All is Dust and other haymakers only bludgeoned Enchantress further.
Midway the 2007-2012 Power Creep, Tempo saw improvements. Suddenly, MUD suffered more losses against Tempo. Tempo got better interaction: lower MV, multipurpose Artifact interaction with additional options. MUD's once staunch board presence seemed brittle and a liability.
Coincidentally, the Combo decks Enchantress struggled against also faced similar issues against Tempo's increased clock speed and stronger Counter Magic. This allowed Tempo to become a larger portion of the Legacy Meta. Enchantress players waited for Tempo to dominate a larger or the largest Meta portion to return. Unfortunately, Tempo received cards that dealt with Enchantments as well, and Enchantress pilots waited further.
MUD's legacy became a role player in the Meta: keep All-In Combo lists at bay. Tempo and a few Blue combo decks made these All-In Combo decks less profitable. Interaction of all forms became increasingly more abundant, low mana cost and flexible. This fact and Force of Will's prominence in Tempo decks changed the Meta.
By Magic Origins, the MUD Shell was all that existed of MUD. This shell was combined with Aggro and became Stompy. Stompy inherited MUD's legacy, but Cloudpost was soon to adopt it for deck growth as well.
Although Enchantress was on the sidelines and did not receive one significant MB and few Sb upgrades, it benefited from the Meta changes towards the end of this age because many All-In combo decks that trumped Enchantress with speed alone were pushed out of the Meta. It also forced most Aggro decks to play less aggressively (Just enough).
The Delver Age (And Miracles) Show
Note: The last enduring Meta (Legacy Norm)
Although Tempo was an archetype before this age, it waived against various decks until Delver of Secrets (DoS) saw print. DoS was quickly absorbed, and WOTC promised new, strong spells, especially creatures, at all MVs. Eventually, Legacy saw more change within shorter time periods and on multiple occasions moving forward.
Tempo decks saw multiple printings of marginally better cards per set. This trend normalized, and after a few years, everything looked different and better for Tempo. The best Tempo build used the Delver Shell, which incorporated the Xerox Blue Shell. Through marginally better pieces and singular-format-shaking prints like True-Name Nemesis, WOTC continually altered the Legacy Meta and redefined staples in Legacy. With time, similar changes, to a lesser degree, were noticed in Aggro, Combo and Control. For all the innovations Tempo acquired, Tempo did not dominate; one deck kept it at bay.
Miracles, a single deck, reigned supreme where Tempo should have ruled. Terminus, Counterbalance and Sensei's Divining Top (SDT) withheld Delver's dominance until SDT was banned. It was not a secret that Miracles would take the lion's share of bans; it came later than sooner though. From the ban to the next age (Snow Age), Delver lead Tempo into a Golden Age.
The shifts culminated in a mechanically simple MTG (Review Theros 1.0 to Zendikar 3.0 mechanics and interactions) that saw increased bans as sets released. Tempo, more so than Aggro, Control and Combo, benefited from the downturn of the 2007-2012 Power Creep and simplicity. Individualistically powerful and arguably ban-worthy cards saw print due to simple mechanic complexity and interactivity. WOTC's desire for format defining Mythics and Rares lead to good-stuff decks in Standard and Rare/Mythic card adoption in Eternal formats.
Established Legacy staples subsided for new cards. Suddenly, permanents were multifaceted and gained value upon entering the battlefield at lower MVs; Creatures, above all, gained more traction and permanence in Legacy; Modal Sorcery or multi-target spells were prevalent and abundant; Planeswalkers were few but strong card advantage permanents rounding out Control and Tempo. It was apparent to Legacy Veterans that it was not the "One deck Investment" or "Few Changes" format anymore.
The All-In Combo decks that Enchantress struggled against could not exist between Stompy and Delver Shells. All but a few vanished. Stompy Shells took MUD's mantle and dueled against greedy Mana Bases. Enchantress's issue remained concrete: no new relevant cards were printed for Enchantress that altered the state of the shell.
As the Tempo Age came to a close, MUD's other heir, Cloudpost radically changed. It saw better Non-Basic Lands and grandiose payoff cards like Eldrazi, so it adopted the MUD Shell to buy time and accumulate mana to bombard opponents with titanic spells. Although, Stompy's significantly lower MV, better pressure game and Non-Basic interaction like Blood Moon and Magus of the Moon made it the better MUD Shell for the age.
The Snow Age Show
Note: This Age and the next blend.
Largely due to Arcum's Astrolabe, MB Wasteland dwindled (Fewer decks play it; fewer copies were included). The increase of Snow-Covered Basic Land incentivized one to masquerade as a Snow Deck without drawbacks.
In the Snow era, MUD's remnants, Stompy shells, declined. Enchantress's bogeyman was nearly nonexistent. Death and Taxes (DnT) remained, but it was, is, beatable; the Meta still overwhelmed Enchantress because it was famished for new cards: about nine years without relevant prints.
The Snow Age brought new and strangely similar threats, like a second Baleful Strix and Plague Engineer; although, each were modernized and better templated descendants of former heavy-hitters. These just-enough changes made waves in Legacy. Elves became nonexistent because of an Engineer. Painter Servant reappeared because of another Engineer. In essence, small text changes mattered enough to reevaluate the Meta.
Modern Horizons 1 shook Legacy's Meta enough to revisit Enchantress because Wasteland saw a downturn after Wrenn and Six, and it got Cast Out (Marginal card) a year prior. Destiny Spinner also peaked Enchantress player interests. Although, each are all Enchantress variant likeable, none are staple cards.
The Spark Age Show
Oko and Teferi, Time Raveler (3feri) changed the Meta and Tempo. Most Tempo decks included MB/Sb Planeswalker(s) which leaned closer to control than Aggro. Uro, Titan of Nature's Wrath further moved Tempo closer to Control while warding aggressive strategies.
Aggro included more answers or value cards because Tempo's threats were harmful to its strategy in new ways. Aggro leaned closer to Tempo, which made sense in terms of the format. Although, in terms of its archetype, it is an odd shift to remain format relevant.
Control managed planeswalkers and ran some in the Sb. Combo ignored or answered Planeswalkers immediately; expressly, Sb Planeswalkers like Narset, Parter of Veils (NPoV), Ashiok, Dream Render, etc. were Combo's bane.
Except for NPoV, Karns and Ugins, Enchantress ignored Planeswalkers. As card advantage permanents, Enchantress out valued them. Enchantress largely ignored one-for-one interaction or managed without much MB resistance. Other value cards such as Sylvan Library, did not contest Enchantress's value output.
The best Meta threats such as Uro, Titan of Nature's Wrath, Dreadhorde Arcanist and others were phenomenal threats tuned against Aggro, Tempo, Control and Combo. To Enchantress specifically, each were slow against Solitaire tactics. It is not to say that they are ineffective, but forcing best decks to manage eight Draw Power, seven Solitaire cards and six Wishes is a difficult task.
Enchantress was primed for a comeback in this hybrid Snow/Spark meta because all the innovations and meta composition is fair to it. The Meta climate was antagonistic against Stompy Shells and Cloudpost. It mitigated aggression in Aggro and Tempo for more control elements or value, which further assisted Enchantress's efforts. Combo decks were slow enough for Enchantress to combat.
The Nameless Age Show
February 2021, WOTC banned Arcum's Astrolabe, Dreadhorde Arcanist and Oko, which melted the Snow Age and gut-punched the Planeswalker Age hybrid. Today, Legacy feels much like 2017 (One needs to have played Legacy during the time to understand this notion), and it is undefinable since there is enough nostalgia to acknowledge the sentiment with enough new to argue its difference.
For Enchantress, it is a step backwards in terms of the format progress for its own health. Enchantress benefited from Snow shifting most decks closer to Tempo or Control. The Combo decks that existed were not its worst matches, MB for Snow and Sb for others was not ideal but manageable.
Enchantress needs to better answer Hullbreacher and similar cards at an increased rate (Flash is a problem aside from preventing draw). Nevertheless, Enchantress players remain vigilant for new prints: better and faster interaction and a win condition that is lower in curve and/or does not need an Enchantress Storm to win.
Meta Composition Show
mtgtop8 Meta (Jan. 2021): Top 6 Aggro, Control and Combo decks/
Aggro
- Canadian Threshold 8%
- Death and Taxes 3%
- Goblins 3%
- UR Delver 2%
- Death's Shadow 2%
- Ninja 2%
Control
- 4C Control 8%
- Bant Control 5%
- Artifacts Blue 3%
- UWx Control 3%
- Lands 2%
- BUG Midrange 1%
Combo
- Show and Tell 6%
- Elves 6%
- Hogaak 4%
- Reanimator 3%
- Cloudpost 3%
- Dark Depths 3%
Total Meta Representation: 65%
Deck Construction
Archetypal Weaknesses Show
Note: TLDR in Summarizing Innovation.
Mission 1: Identify, isolate and evaluate Enchantress's archetypal inadequacies.
During a brainstorm, I isolated a few canonical problems. Later, I reviewed my own, other player decks, pro lists, message boards, videos and articles; consequently, I discovered and informed myself of other persistent shortcomings than previously jotted:
- Colored mana symbols in MV and Gold-cards protracted progress.
- Over-reliance on Serra's Sanctum and Land-Aura stacking.
- Profuse narrow interaction (Dead cards).
- Plethora of Silver-Bullets (Dead cards) caused and compounded other issues.
- Insufficient, fragile and/or burdensome win conditions.
- Sideboard required modernization and ideology change.
- Questionable starting hands and declining mulligans (Dead cards).
- Overwhelming deck list glut muddied general play, Storm and winning lines.
Mission 2: Identify the core components to solve or relieve the obstacles:
- Mana Base: Land/Function Alignment/MV Terracing
- Draw Power
- Interaction: Target Removal/Solitaire/Denial
- Tutors/Wishes: Wish Board
- Win Condition
- Sideboard
Mission 3: Evaluate each card in each category to resolve or alleviate archetypal issues.
After evaluating cards, it became apparent that each category needed a foundational change. Concessions would be necessary and unavoidable. Enchantress's Wish remained a prototype until Shark Typhoon's printing.
Mana Base Show
Primarily, EsW has three colors (1 Main, 2 Splash) unlike predecessors that stretched the Mana Base with 2 Main. Secondly, the mana base is superior because it is Basic Land reliant. Thirdly, the spells' color determines its function to trim and streamline lines. Lastly, card function is terraced by MV for resiliency. In other words:
Mana--> Card Color Identity--> Function Alignment--> MV Terracing
Note: This is referenced in "General Guide: Enchantress Play" under "The Enchantress Storm" and is critical to Storming-Out. These Mana Base improvements are integral and significant to archetypal strengths and basic deck operation.
Land
Land base is not swept by land interaction because it is primarily Basic Land. Four Prismatic Vista add consistency; four Fetchland mitigates life loss and thinning in Mass Draw deck. There is no need for Original Dual Lands.
Explosive mana is not Serra's Sanctum or Aura-Stack dependent, so it eases early Land/Ramp play. Also, the lower color density simplifies searching; all but one Sb card is +1 color, + 2 colors or . This further relieves the Basic Land package by easing color constraints.
Bojuka Bog is included to answer necessary Meta decks: Graveyard Value and Combo archetypes. It slightly assists Land Aura play lines early while still remaining relevant for Wished/Sb Doomwake Giant (DwG).
Hall of Heliod's Generosity adds a layer of enchantment recursion that couples with extra draws and Solitary Confinement's (SC) upkeep cost. It softens discard lines.
Karakas answers Legendary creature Win Conditions or Hate-Bears: EtAT, Thalia, Guardian of Thraben, Leovold, Emissary of Trest, etc. With one's own EtAT, Karakas creates an infinite turns line (Mostly win-more).
Function Alignment
To further alleviate the mana base, I isolated card function to color identity, and any included Gold cards fulfill said function(s) to its identities. The Gold card must contain one color symbol of any one included color. For clarity, the card can only be , or and its colorless mana or have Hybrid Mana for flexibility.
- = Interaction, Recursion
- = Win Condition, Interaction
- = Interaction
- = Ramp, Draw, Wish
- = Win Condition, Interaction (Faerie Macabre)
(Using the list above) Detention Sphere (DS) is . is interaction; DS interacts. It does fulfill one function requirement of its color identity; also, it is not a double mana symbol Gold card: , etc. DS fulfills all consideration requirement; it was included because it is also an enchantment. Gold cards are for GW; hence, half of the Sb is comprised of Gold cards.
Addressing Side Board, it is necessary to include Doomwake Giant (DwG) and Faerie Macabre (More information in "Sideboard") because each is necessary to round out for the Meta. A deck with 4 Abundant Growth and Utopia Sprawl can easily cast DwG.
MV Terracing
Coupled with Function Alignment, EsW terraces card function to MV. Unlike Function Alignment, MV terracing is fluid to circumvent and dodge Trinisphere, Chalice of the Void (CotV), Sanctum Prelate or Tax locks.
MV Terracing:
- MV= Interaction (Faerie Macabre's ability/Bojuka Bog)
- MV= Ramp/Mana Fixing
- MV= Interaction, Wishes, Draw
- MV= Draw, Interaction
- + MV= Interaction, Win Condition
EsW operates well enough through Ramp/Mana Fixing shortcomings because interaction (More information in "Interaction") is varied and terraced.
Note: MV Terracing is referenced in "General Guide: Enchantress Play" under "The Enchantress Storm".
In prior lists, I ran 22 lands. This list has 20 Lands: Two MB slots open.
Draw Power Show
Draw Power did not see innovation, but it did recognize that New School's seven AE system is antiquated.
Unlike New School, EsW has four MB copies of AE and EP: Old School's Draw Power. There are no MB Green Sun's Zenith because it hampered deck innovation by filling multiple deck slots, not just its own (More information in "Notable Exclusions").
ESW utilizes four MB AE and EP because discarding is beneficial with Dance of the Manse in the sideboard: card advantage + Win Condition.
Four MB Abundant Growth. These Cantrips are the best Mana Fixing Auras in MTG; therefore, it further propels deck consistency and promotes the Land Base.
Lastly, the Enchantresses and Cantrips are rounded off with six Cycling cards; 4 Cast Out and 2 Shark Typhoon. These may not be cycled often, but the option is available when relevant/necessary.
No one wants to mulligan, yet EsW mulligans well; especially with eight Draw Power cards, four 1-MV Cantrips and 6 Cycle cards, mulligans are solid.
Note: Be mindful of the Enchantresses on the battlefield; decking out is possible (More information in "General Guide: The Enchantress Storm").
Two MB slots filled.
Interaction Show
Note: Interaction is divided into three categories to better highlight and distinguish roles.
Permanent Interaction
OR and Cast Out (CO) are + MV "exile target nonland permanent" interaction. Being simplifies mana tapping and use unlike previous iterations. CO's Cycling provides flexibility: peaks Game 1 (G1). Their Average MV (AMV) is higher than other format Target Removal, but each trigger a draw and increase mana with Serra's Sanctum.
Noting CO and OR quantity, Enchantress has battled all but Legacy's new influx of draw denial. Leovold, Emissary of Trest was the only BUG draw denial worth running in the past, so OR-like cards were not as necessary. Today, NPoV and Hullbreacher are splash-able and more prevalent. A few decks MB them; each deck is statistically better positioned than Enchantress; thus, Enchantress needs to battle this with a high density OR cards.
CO's Flash is a new instant-speed option. Drawing on an opponent's turn regularly means having 8+ cards during one's upkeep. This mitigates SC costs and opens or extends lines on one's turn.
Note: The Target Removal package easily exiles Planeswalkers and other problematic permanents.
DwG earned two copies after the February 2021 B&R announcement and a radical Meta shift; it is a Wrath that dodges noncreature only Counter Magic and applies decent pressure with an easy casting cost.
Note: Data provided by mtgtop8.com. The Meta shifted from 46% Combo at its height of the Spark/Snow Era (Refer "Legacy's Metas", "Snow Age" and "Spark Age") to 38% without signs of increasing (Stagnant). Trend displays a decrease soon. In its stead, Aggro has increased to 40% from a 28% low; Control, has dropped to 22% percent from 29%. Aside from a larger Aggro crowd, Enchantress has Hullbreacher to contest and apply slightly more pressure against NPoV.
Two MB slots open.
Solitaire
One of Enchantress's iconic archetypal strengths is Solitaire (Enchantress variant): Enchantress built around SC. This deck is not Solitaire, but it supports and utilizes the theory to buy time and find a win condition.
Four MB EG and three SC are included because they tilt odds against Aggro and Tempo into Enchantress's favor. Some Combo win conditions and few Control lines are stopped by them, too. Both best many Damage or Target strategies: Delver shells, Snow shells, Tribal, Dark Depths, Burn, Dredge, Storm, etc. Against BR Reanimator, unlike other variants, each are marginal against each creature's ability(ies) but completely stifle the Aggro finish.
Enchantress would not have endured or exist today without Solitaire. MB Counter Magic (CM) and/or 1-2 (Average) enchantment interaction for EG or SC is too few for seven Solitaire pieces and other permanents. Coupled with overwhelming card advantage, most decks cannot weather Enchantress without Sb options. This is exacerbated by a need to answer six Wishes and/or its targets and two Shark Typhoon (ST).
Denial
Denial is necessary to seal a win (More information in "Sideboard"), and each is MB accessible. Functionally, SC is a denial card that closes combat and player targeting. EsW modernizes and utilizes Old School's Silver-Bullet concept without the MB Dead Draws and inefficiencies by having its Silver-Bullets as Wish targets.
Gaddock Teeg wards detrimental spells and assists winning; MB CO's and ST's Cycling helps avoid dead draws while GT is present. Wheel of Sun and Moon and other graveyard interaction finish a game without necessarily having a win condition. Dovescape ends games once resolved in specific matches or partially dismantles a strategy and forces pilots into undesirable lines.
Note: Aside from Wishes, most slots filled by the Solitaire package; if one wishes, remove one SC for another card.
Tutors/Wishes Show
Tutors
None included.
Enlightened Tutor's (ET) MV and Card Type are the best, but it lost favor due to a lack of singularly powerful and fast MB Win Condition(s). EsW does not contain any Silver-Bullet or critical Enchantments to warrant it. EsW's redundancy, Draw Engine and play sequences do not warrant ET (More information in "Notable Exclusions").
As an Enchantress player, one would rather develop their Mana Base or establish Draw Power before casting ET. Having ET Turn 1 opened or assisted a few lines but all lines were slower in an already slow deck. ET muddied the Enchantress Play Sequence (EPS) and the Enchantress Storm (More information in "General Guide: Enchantress Play" under "The Enchantress Play Sequence" and "The Enchantress Storm"), which are core concepts to elite Enchantress play. It was also CotV soft (Review "Mana Base").
Aside from all the same benefits and drawbacks, Sterling Grove protection and innate tutor-ability make it versatile and lucrative; yet, the protection it offers is less effective in today's greater Meta. Target Removal is abundant and better today: Lower MV, adaptive and fast (More Instant speed cards), but mass Enchantment or Permanent removal is the real issue. Boasting redundancy, it incentivizes one to weather Target Removal and fight another battle.
Wishes
To avoid Silver-Bullet cards, make up for no Tutors and have 100% Sb access, four Living Wish (LW) and two Glittering Wish (GW) were included. Two GW is new. GW dictated eight of the Sb choices with little drawback and a lot upside. There is just enough MB room for LW and GW and their targets in the Sb.
Combined, they provide 100% Sb access. Wishes allow EsW to have more MB slots relevant G1, while still having match relevant Silver-Bullets without bloat. This helps avoid bad hands, dead draws, forced mulligans and awkward sequences throughout; conversely, EPS and the Enchantress Storm are preserved, if not bettered.
Note: Officially, EsW's Sideboard is a 15-card Wish Board.
Wishes find Lifegain, Interaction (Target Removal or Denial), Mass Enchantment Recursion and various Win Conditions.
Note: More information on Wish Board Targets in Sb.
Two MB slots filled. Two Sb slots open.
Win Condition Show
Dance of the Manse (DotM) recurs non-Aura enchantments to reestablish an austere board-state and/or kill with 4/4 creatures. DotM replaces MB and Sb Replenish, and it is EsW's Entreat the Angels. Removed. Retrievable with GW.
Note: Players do not run, much less side-in, Board Wipes or Graveyard Interaction for Enchantress: each are losing strategies.
Emrakul, the Aeons Torn is the primary Win Condition (Show and Tell tech). Retrievable with LW.
Emrakul, the Promised End (EtPE) forces a concession where EtAT cannot win. Retrievable with LW.
Shark Typhoon is the MB Win Condition and best against Fair Match-ups; additionally, Cycling furthers versatility when it is ineffective.
Note: 1 MB and 1 Sb slot open.
Sideboard Show
Note: All Removed cards were moved to Maybe Board due to Meta change.
Bojuka Bog is included to be a LW target for the Graveyard Combo decks (Effectively a G1 2 MV Graveyard answer that cannot be countered), and 1 MB copy for density without getting the way of mana production due to Land Aura assistance. Each copy slightly alleviates casting Doomwake Giant. Removed due to MH2 card testing and Meta change.
Dance of the Manse: see "Win Condition".
Detention Sphere helps interact and turns a Wish into draw when enchantment starved.
Doomwake Giant (DwG) mostly kills 1-2 Toughness creatures (It can but rarely kills 3+ Toughness creatures), and it can be played through Dovescape to kill enemy Birds.
Dovescape is the pinnacle Denial card and psuedo Win Condition (Pairs with DwG). Although it is a psuedo Win Condition, it is played as Denial because it cannot secure a win by itself. Removed due to a decrease in Combo and Control; increase in Aggro and Tempo in current Meta.
Note: This card garners the most resistance; yet, it has earned more wins than opponents admit.
Emrakul, the Aeons Torn: see "Win Condition".
Emrakul, the Promised End: see "Win Condition".
Faerie Macabre, not Surgical Extraction, because it is a Wish target against quick graveyard decks and supplemental interaction against slower, more consistent graveyard decks. With Solitaire pieces, FM changes previous G1 losses into winnable ones.
Gaddock Teeg wards All is Dust, Cataclysm, Chalice of the Void, Empty the Warrens, Eureka, Force of Vigor, Force of Will, Green Sun's Zenith, Jace, the Mind Sculptor, Mycosynth Lattice, Natural Order, Reverent Silence, Sneak Attack, Tendrils of Agony, Walking Ballista and each Karn and Ugin planeswalker. It is the most versatile and necessary Denial Interaction in the Sb but too narrow for the MB.
Knight of Autumn is for Burn, UR Delver and other aggressive decks. Though narrow in purpose, it is flexible enough to be played in a variety of matches due to its Disenchant ability when applicable (More information in "Comprehensive Guide: Match-ups). Removed due to MH2 card testing and Meta change.
Meddling Mage halts Doomsday and other spells/Combo strategies that Gaddock Teeg cannot prevent.
Remorseful Cleric is the slower but more effective graveyard removal against Hogaak and other decks that utilize the graveyard. Still fast enough against surprise decks like Reanimator. Removed due to MH2 card testing and Meta change.
Serra's Sanctum assists the mana base to accelerate both Emrakul copies when unable to find one of three MB copies.
Wheel of Sun and Moon is for graveyard decks and graveyard value cards. Coupled with EG and/or SC, the lock wins against Lands, Dredge and Reanimator while remaining active against Life from the Loam, Uro, Titan of Nature's Wrath, etc. It can prevent one from decking-out. Removed.
Summarizing Innovation Show
My Legacy Enchantress prototypes held the same ideologies but divergent strategies, like its predecessors. From its numerous iterations, Enchantress's Wish derived from them. This composition is vastly more reliable and threatening by...
- Avoiding color mana issues and reliance on Serra's Sanctum.
- Assigning color-identity-to-function and terracing function-to-MV to ease mana sequencing.
- Universalizing MB interaction.
- Replacing Silver-Bullets with Wishes.
- Adding more, simple and integrated MB/Sb Win Conditions.
- Refining and having an 100% active Sb.
- Decreasing Mulligans and increasing Keep-able Hands.
- Removing dead cards and circumventing dead draws by inserting Cycling cards.
Note: With EsW, I have won more matches in LGS events since Ikoria than between 2017-2019. I have had significant G1 win increase, minor G2 win increase and moderate G3 win increase.
Notable Exclusions Show
Note: This section addresses the most questioned exclusions that fall into Win-More or Bloat (Cards that function well but require too many slots, curb win rates and/or innovation).
- Choke is omitted from the Sb because it is less effective against heavy and inclusive decks while not being Wish accessible. The main deck, Artifact Blue, operates well through Choke with Sol Lands, Artifact Lands and Artifact ramp; plus, A+B combos, which are control pieces, too, pose a more relevant threat. It is likely that one would not Sb-In Choke because of these other threats while further compromising functionality.
Choke is marginal against Snow-Covered Mana bases and Arcum's Astrolabe. An early Choke, the best Choke, tends to prolong games more than end them. Against the non-Arcum's Astrolabe multi-color decks, Choke does well; yet, EsW's MB and Sb Interaction package is enough.
- Destiny Spinner is a great card but not for this list. Against Counter Magic, an opponent has to show discipline and counter LW for EtAT, ST and GW. Countering Enchantresses is annoying, but it is not game ending for one. Drawing 1+X cards per enchantment cast is enough to win against CM. Against Control, one can better combat the Meta's current Control decks than previous iterations. The real Control threat is Hullbreacher and kin, not Counter Magic; thusly, "Creatures and enchantment spells cannot be countered" is win-more.
Destiny Spinner's second ability as a pressure tool or win condition is slower than one wants and board dependent. It opens iteraction and problematic combats and blowouts. Against Legacy's many problematic creatures, X/X Trample/Haste creatures is not the threat Enchantress really wants. I believe it shines more so because it is what Enchantress has available.
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Enlightened Tutor is best with many MB Silver-Bullet cards or with the RIP + HoO Win Condition; furthermore, unlike this deck's Wishes/Wish Board, Enlightened Tutor does not represent a win.
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Exploration mitigates discards, which is counter productive to DotM lines, and it ramps. The ramp is attractive, but it is not the exact ramp Enchantress needs. It requires subpar Enchantress hands and complicates mulligans by requiring more MB lands at start: further concessions. Exploration is great, but it is excessive; furthermore, in a 20 land list that includes two Karakas and three Serra's Sanctum, it is lackluster.
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Green Sun's Zenith (GSZ) is a fantastic card, but to progress innovation and avoid dead draws, it is excluded. MB, it only finds AE and adding Dryad Arbor for it is underwhelming. Since Destiny Spinner and Setessan Champion fell through during tests, it seemed less lucrative. MB GT, the best Sb Denial Interaction and creature, played well but fell like many Enchantress Sb cards in the MB: dead in match-ups where Wishes would have been better. If resolved, GT creates four dead cards.
Post board, it can find Sbed-in creatures; yet, Wishes already do so without Sbing. Ultimately, it was removed because it created bloat and played badly with the best Sb card, GT.
- Ground Seal is too narrow and slow for Graveyard Interaction today. As Graveyard Denial, it is marginally acceptable because it does not answer all graveyard shenanigans: it was, is, played because it draws. More holistic and faster graveyard interaction exists today, and this deck already draws enough. It is bloat. For its ceiling, Wishes are more effective and flexible.
Note: Although not explicitly addressed, EsW diversifies how cards operate within a specific function like interaction. Faerie Macabre's (FM) ability to discard whenever one can play an Instant to remove two cards from a graveyard is invaluable along with Permanent-type interaction.
- Leyline of the Void (LotV) is superb, but it is not MB Wish-able; it absorbs the same quantity of slots as the current Sb Graveyard Interaction if one would run LotV. G1, against a graveyard combo deck, it is imperative to have MB Graveyard Interaction or Wish targets to win, and LotV's upside of being the best Graveyard interaction along with Surgical Extraction is not worth auto-lose match-ups.
Additionally, by excluding LotV and including the current Graveyard Interaction package, Enchantress has gained a more flexible and varied attack against Graveyard strategies. FM's Instant Speed ability is necessary in a Sorcery-speed deck. Most opponent Sb interaction will be Permanent Interaction, and FM dodges those. Lastly, with Hand Interaction on the downturn, FM is much safer; especially when players believe one plays Veil of Summer because Enchantress is a combo deck.
- Rest in Peace and Helm of Obedience is an excluded A+B win condition because RIP is a dead card in certain match-ups, especially G1. Where RIP is more relevant, it can be too slow (BR Reanimator). Lastly, it eliminates EsW's recursion package and win condition.
HoO is dead unless paired with RIP. Also, HoO is fragile, difficult to find and recur. Enchantress is already predisposed to Hand Interaction and furthering it is not wise. Specifically, this type of MB A+B combo plays better in Brainstorm and Ponder decks with CM/Protection. Making concessions to insert like cards for RIP + HoO to function optimally promotes bloat.
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Sterling Grove is omitted because it is a slow, telegraphed tutor that is cumbersome early game. Shroud is rather irrelevant for the build; mass enchantment removal is more detrimental and Sbed for. Target interaction is combated with Draw Power and interaction density.
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Sylvan Library's and Mirri's Guile's fixing are superseded by Draw Power; additionally, after the Mana Base improvements, EsW can better set and complete an Enchantress Storm for unparalleled card advantage or a win. Lastly, SC's Draw Step skip and how one plays around it circumvents Sylvan Library's benefits.
Primer
The Enchantress Play Sequence Show
The Enchantress Play Sequence (EPS) is as follows:
- RAMP--> DRAW POWER--> Interaction--> Wish--> Win Condition
- DRAW POWER--> RAMP--> Interaction--> Wish--> Win Condition
First, Draw Power and Ramp are interchangeable and dependent on mana efficiency and/or the match-up (EPS1=Lead with Ramp/Fixing; EPS2=Lead with Draw Power). Second, once one has two Draw Power cards, Ramp/Mana Fixing repeats. Combined, Draw Power and Ramp/Mana Fixing create an archetypal concept, the Enchantress Draw Engine:
Draw Power + Ramp= Enchantress Draw Engine
Two Draw Power cards is the optimum Draw Power (Three can be unwieldy and detrimental to winning) for the engine. It allows one to mitigate CM effectiveness, find more enchantments and pay for SC effectively. The outcome will vary, but the Enchantress Draw Engine will create an immense card disparity between the opponent and one.
Fundamentally, Draw Power and Ramp are Enchantress's greatest archetypal strengths and base to elite Enchantress play. Not maximizing either grounds a player. A grounded Enchantress build or sub-optimal Enchantress play leaves a player playing a fair, slow Control deck that does not compete in Legacy.
Note: If a player chains enough Enchantments to continuously draw, the pilot achieved the Enchantress Storm (More information in the next section).
For the remainder of the EPS, Interaction is situational: meaningful targets are required or one has great need for different cards. Wishes are also situational: a need for interaction or Win Condition. Again, Win Conditions are situational but always playable. Enchantress has a primary Win Condition, but it also provides options for optimized wins against particular match-ups (More information in "Enchantress's Wish Innovations" under "Win Condition").
EPS is referenced in the "Comprehensive Guide: Match-ups", so learn EPS1/2 to ease confusion.
The Enchantress Storm Show
In "History of the Deck" under "Old School", Enchantress was identified as a Control and Combo deck. This complex and dense guide focused on Control because the MB Win Conditions are not Storm focused. Previously, many Enchantress decks required an Enchantress Storm to win. Now, Enchantress's Wish has varied A+B combos for different situations: LW + EtAT or EtPE, GW + DotM or Dovescape + DwG; yet, these are not why Enchantress is renown as a Combo deck.
The Enchantress Storm
Enchantress's Wish can Storm by chain casting enchantments with an Argothian Enchantress and/or Enchantress's Presence (For best results, control two Draw Power) on the battlefield. 12 Ramp/Mana Fixing cards magnify and simplify Storming-Out by rebating their MV when Serra's Sanctum is in play or add mana when one has Serra's Sanctum in play and one plays another.
Function Alignment and MV Terracing (More information in "Enchantress's Wish Innovations" under "Mana Base") play a large role in assisting Enchantress Storm occurrences and continuation by keeping Ramp at 1 MV, removing old and avoiding new MB Gold cards and having higher MV and situational enchantments in the Splash colors: and . This allows pilots to utilize for Ramp, which means a larger mana pool for Interaction spells as the payoff. Having as the Win Condition color allows one to leave a source open if one finds a card. Using an extra and to Wish for a win option is likely.
Within the Storm
ATTENTION: Results vary. At worst, the Storm replenishes one's hand for another turn with little opponent effect; except discouragement and concern; unless, the opponent has a deterministic win option (This hand may be Lands; Luck trumps skill). At best, it wins. Mostly, it refills one's hand and results in 2-4 interaction spells resolving: CO, EG, OR and SC. Lastly, the Enchantress Storm is always a card advantage option.
ATTENTION: Effectiveness varies. Against Aggro, EG and SC are the most significant results one can have (DnT is classified as a Aggro/Control deck, and it takes both from Aggro and Control results). Against Tempo, the 2-4 interaction spells resolving is either a large set back or means to concede. Against Control, it is win-more because if a Storm Chain was allowed, the opponent already lost. Against Combo, it is either win-more or a questionable strategy. Questionable because it could be an efficient use of mana to recoup one's hand or a losing tactic that leaves little interaction for the opponent's next, possibly, winning turn.
Quelling the Storm
SUGGESTION: Learn the deck. Enchantress's Wish contains 30 MB and 2 Sb Enchantments (Depending on the variant, said Enchantments are more relevant than others: Dovescape vs Detention Sphere). Confer all zones and their respective cards; including the Sb. Take into account Wishes and their respective targets for a Storm turn.
SUGGESTION: Solitaire the Enchantress Storm. I set and practice Turn 3-5 Storm scenarios on the Play and Draw. This is done against one of my other decks. Understand, more Draw Power does make the Storm more consistent and persistent, but it will become increasingly unwieldy, much like a Storm gaining strength by consumption. Mindfulness will prepare one to Wish an EtAT for such scenarios.
SUGGESTION: Practice mindfulness. I mind and annotate play sequences and player mannerisms (Interpret information). Evaluate one's mana base and needs. Do necessary Math, much like an ANT/TES/Burn pilots. Assess the most probable outcome from the most optimal line available. Through mindfulness, one will master the deck better and quicker.
Combo Tip
There are two ways to combo: Maximizing and Playing Fast. These are connected, fluid and formative pending one's match; where as, some individualize and treat each as assumptive concepts.
New pilots tend to slowly maximize G1 Storm lines to better secure a win; G2-3, these players accelerate through combo lines due to time concerns. G1's maximization causes micro errors in G2/G3. These errors stem from urgency. Here, G1-3 have game errors, but one's G1 errors are obscure; conversely, G1 errors are rarely addressed and G2/3 persist though addressed. After sufficient and meaningful learning, combining Maximizing and Playing Fast leads to optimized play.
G1 Hands Show
Note: All hand samples were generated on Tappedout's "Draw Hand"; this section is generalized because there is sufficient analysis throughout the General Guide.
One's hand should contain the Enchantress Draw Engine: Draw Power and Mana Ramp/Fixing. Mulligan if one does not have either. One can keep, if necessary, a hand with Draw Power and no Mana Ramp/Fixing because they represent 15 (Serra's Sanctum counts) of 53 cards in the deck; it is likely to draw into several. A hand of Mana Ramp/Fixing and Interaction and no Draw Power is keep-able against few match-ups, but it is risky. Lastly, forego a typical hand if one has player and/or match knowledge where Enchantress's strengths matter less: a fast match against BR Reanimator.
The Ideal Seven
- 2-3 Land
- 1-2 Ramp/Fixing
- 2 Draw Power
- 0-2 Flex Slots
Hand Sample
- Land: Forest/Forest/Serra's Sanctum
- Ramp/Fixing: Utopia Sprawl/Abundant Growth
- Draw Power: Argothian Enchantress/Enchantress's Presence
This is not an interactive hand, but it is aggressively proactive: EPS2. It is a strong Storm hand. The Draw Engine can easily find interaction, Wishes and win conditions. The play sequence is simple against all G1 match-ups unless facing Enchantress's more difficult match-ups. Still, a resolved AE will likely remain on the battlefield for an extended period of time and overwhelm an opponent with card advantage.
Mulligans Show
Mulligans are simpler for EsW because eight Draw Power cards greatly assist card recovery; One wants to mulligan G1 to have Interaction or a Wish (Match-up and/or player knowledge incentivizes mulligans). The following is out of seven because of the current Mulligan rule. As mentioned in "G1 Hands", I would mulligan a hand without Draw Power; for G2/3, this rule applies when playing against Tempo and Control because Card Advantage is pivotal to winning.
The Ideal Seven
- 2-3 Land
- 1-2 Ramp/Fixing
- 2 Draw Power
- 0-2 Flex Slots
Hand Sample
- Land: 1 Prismatic Vista / Windswept Heath
- Ramp/Fixing: Wild Growth
- Draw Power: 2 Argothian Enchantress
- Wish: Glittering Wish
The Hand Sample is solid with an on speed GW (Not one MB interaction card was drawn). The hand can cast Detention Sphere without issue: bottom an AE. Mulligan 2, bottom both AEs; searching and shuffling with the Fetches will better drawing an Enchantress to recover one's hand. I do not suggest going under 5 cards unless playing against Glass-Cannon decks like Goblin Charbelcher because one interaction spell will likely win the game.
Post Board Show
Post Board, Evaluate ST and MB Interaction relevance for a match. If ST only looks okay, replace it for more relevant cards. For MB interaction, trade OR and/or EG for better interaction or Win Conditions. If Sbing in GT, consider replacing COs where Target Removal density is not as necessary.
Note: When feasible, keep as much of the Sb active during a match. Having the play options usually pulls one ahead and wins.
With a Wish Board, I suggest not Sbing-in each copy of every unique Sb card because Wishes essentially make it as though the MB has more copies of each. For instance, against Reanimator variants, four MB Living Wish, 2 MB/1 Sb Faerie Macabre, 1 MB Wheel of Sun and Moon equates to eight graveyard interaction spells available in a game; explicitly, always keep one's Wishes match relevant and active.
Do not refrain from evaluating and replacing 2 LW and/or 1 GW where access to the Sb's flexibility is less valuable or possibly hindered by interaction. During most Tempo match-ups, I exchange 2-3 Wishes for DwG, Dovescape and/or another card. Although I made the changes, I kept the Sb relevant by having DotM and both Emrakuls in Sb.
Enchantress's Faults Show
For all of its improvements for this Meta, Enchantress has archetypal faults like any other deck, which would radically shift the deck identity if one would address them. As an Enchantress player, compete knowing Enchantress's Wish's issues:
- Too few Flash and Instant-Speed spells
- Lacks powerful/free spells
- Does not apply pressure
- Closes games slowly
These archetypal issues were eased but unavoidable unless WOTC prints Legacy relevant 3 MV or less Flash enchantments and an Enchantment Win Condition that does not require immense mana, casting into or "Whenever an enchantment enters the battle" effect or a Storm build to win. Shark Typhoon is partially there because it is flexible but too high cost. Setessan Champion is a step forward for a pressure piece, but its Power and Toughness is too defensive; it takes too long to become threatening.
Enchantress's worst match-ups are reflective of the weaknesses cited above (More information in "Comprehensive Guide: Match-ups").
Aggro Show
It was harrowing to combat Aggro, but it is less so today. Currently, Aggro is less aggressive, teetering into Tempo to better compete in the greater Meta by inserting value cards and/or more interaction. Still, respect Aggro.
Primarily, one needs to mulligan aggressively, resolve a draw engine and EG or SC. EG and one Enchantress can end a game. If SC, maintain it by out drawing its cost. Both situations can end a game with said board state and card advantage. One does not need to win; instead, one creates an unbeatable position. Utilize LW and/or GW for Knight of Autumn for life-gain and/or other relevant cards like DwG.
DnT (Talking about its Aggro plan here; $tax plan is addressed under Control), UR Delver, Goblins, Ninjas, Eldrazi Aggro have more control elements than what Enchantress faced during its prominence. The loss of Aggro for Control makes matches more winnable; additionally, Enchantress's Wish's win options assures the correct win.
Tempo Show
Enchantress dominates Tempo match-ups because its strategically mismatched and too fair: prone to match-up dead draws, apply too little pressure and contain meager Win Conditions against Enchantress's Solitaire and Interaction package. Tempo's best permanents are vulnerable to all MB interaction. Against 100% Sb access, any Tempo deck's one-for-one interaction lacks game impact beyond early game. In other words, resolve Draw Power and Solitaire cards.
MB Tempo creatures are efficient and threatening if left totally unchecked, but they can be ignored until 11 life. One EG and/or SC remedies the issue; resolution is tentative but once resolved, EsW can maintain Solitaire: still, EG and SC are not Enchantress's best tools against Tempo. Uro, Titan of Nature's Wrath is a slow exception because it generates card advantage.
MB, Tempo's best match up card function is early Counter Magic (CM). The latter are also MB copy light. Again, Enchantress's natural draw engine surpasses these best cards. They may pose an issue, but no match is free.
Non-CM Interaction are dead except for Abrupt Decay and Assassin's Trophy (Colors permitting). Planeswalkers (Oko, 3feri and Jace, the Mind Sculptor (JTMS) are underwhelming High-MV Interaction and card advantage cards permanents for the match. Enchantments are immune or EsW affords the slow interaction from planeswalkers. Enchantress's innate card advantage will out value them.
Additionally, Tempo's Cantrips are sub-optimal when the library contains benign threats and interaction.
Enchantress's winning odds better as a match advances; plus, none but CM and Plague Engineer (PL), if it can MB it, hits EsW's best card, Argothian Enchantress: Enchantress's Presence is a close second.
Traditionally, Tempo's best match strategy was to counter AE and EP and Enchantress would struggle and possibly lose. This is half true now. Today, Tempo's best line remains the same, but it does not win alone because EsW has resolved or eased archetypal dilemmas (More information in "Enchantress's Wish Innovation" under "Summarizing Innovation"). Enchantress can prolong the game through Solitaire (If Enchantress cannot draw, Tempo cannot attack well or at all and/or target the player) and MB Wishes, Cantrips and redundancy recover.
Also, using interaction on the Draw Power leads to resolved Wishes. Wishes represent interaction, recursion and win conditions (It is a special moment when one resolves an DotM for 4/4 Enchantment beats against an opponent who countered multiple enchantments). Unlike before, six Wishes present up to six Win Conditions and interaction.
Tempo is not free; Enchantress is just favored. One still needs to optimize play and read the opponent. One can be caught by surprise and lose or simply misplay into a loss if play is subpar.
Control Show
Match odds fall into type of control and its win condition. Against Artifact Control (MUD), Enchantress is disadvantaged Main Board and odds slightly increase Post Board. CotV and kin can be circumvented and/or answered, but high Denial density is nearly unmanageable because it stifles Enchantment count which means one has drawn less and mana production is reduced.
If against nonartifact, noncreature permanent based Control decks, MB Enchantress plays on a even playing field. Post Board Enchantress's odds generally remain the same or near even. The odds depend on interaction relevance and density. Still, a dense interaction package means Enchantress has time to answer and earn a win because it can stop attacks and avoid Target Player interaction. In conjunction with Reverent Silence and All is Dust like interaction, Enchantress's ability to hold a board state is questionable. GT helps, but it is tough.
If the Control deck is Sorcery or Instant based, EsW is favored because its inherent card advantage can quickly recover and out pace Hand/Stack interaction (Certain, niche, matches will be more problematic but beatable).
If it is a Hate-Bear Control deck, Enchantress is slightly favored Pre Board and even or disadvantaged Post Board. Humans leans too much into Aggro or Tempo for Enchantress. It lacks MB and Sb interaction density for enchantments. Multiple Nic Fit decks better combat the same archetypes as Humans, and it has the similar issues. Maverick's game plan resembles the former with a Land plan; yet, it struggles against Solitaire pieces, and its Land Interaction is not effective against EsW's Land Base.
As the exception to the other Hate-Bear Control decks, DnT is favored Pre and Post Board. It is the only variant effective against Enchantress because it inherently attacks most of Enchantress's strengths without attempting to do so.
Combo Show
Note: This is where CO's and ST's Cycling shines: peaks G1.
Enchantress's winning chance depends more on its opponent's deck speed and consistency (Odds of having said combo by X-Turn) because EsW is slower to achieve its plan than other Meta decks; even though, EsW's edge, unlike past iterations, is its Sb. Solitaire cards combat win conditions; unlike Aggro, Combo's creatures pose additional threats (Dredge is the exception). The Wish Board will come into play every G1 but less so G2/G3. Lastly, CO and ST Cycling help find better match cards.
Reanimator's combo line has $tax options, nonland permanent interaction and Draw Power while boasting high Power and Toughness (P/T). On the battlefield, all are problematic.
Show and Tell's EtAT effectively ignores SC and EG (Unless multiple are out). Omniscience can just win. Enter the Infinite with Omniscience wins; moreover, Griselbrand (Gb) out draws Enchantress.
Two MB Karakas help answer or prolong opponent wins. OR and COs answer EtAT and is problematic for Gb.
Dredge's Hogaak-Combo is stunted by seven MB cards: EG and SC. It is overwhelmed by ST or its Cycling ability: cycle for X=0, create a token, bury it due to State Base Effect rule which exiles Bridge from Below. Maybe one cannot stop their graveyard shenanigans and mill, but one can certainly stop their combat win. If targeted by the mill, EtAT/WoSM help maintain one's library.
Storm is mitigated and beat similarly to Aggro. Ramp, establish draw engine, cast SC and maintain it. Then Wish for further answers until it cannot win. As mentioned in the Aggro section, it is difficult, but the deck composition makes a previously unbeatable G1 match winnable. Unlike Aggro, Storm has an easier time dodging answers to win.
Introduction Show
The Comprehensive Guide: Match-ups (CGMu) tackles the most difficult matches because the "General Guides" provide insufficient information for these encounters. All match information was collected by me once ST was MBed.
CGMu provides an approximate Win Rate Average for Games 1-3 (G1-3). It also identifies best match cards for Enchantress and the opponent (Italicized cards are Sb cards). The section wraps up with Sb reasoning and game plan explanation citing the listed cards for G2-3.
Note: EsW's Draw Engine and Wishes are always match relevant, so the section glosses over them to prevent more repetition and highlight other factors. Also, the only time all Wishes are Sbed-Out is against DnT, MUD Shells and MUD.
Concerning Enchantress's worst matches, they add up to a minor portion of the Meta. BR Reanimator, Doomsday, Cloudpost have lowered in popularity in the current Meta: each are 2% of the Meta and not trending. Although, DnT has become more prevalent and received better cards. As much the Meta matters, Enchantress excels in Local Metas most. Adjust accordingly.
v. Artifact Blue (+ BUG Ver.) Show
EW vs Artifact Blue (AB) (WRA: G1~45/55; G2~47/53; G3~47/53)
Note: The AB match appears more daunting than it is because it totes MUD-like Control cards; fortunately, its best Control cards are also half of its combos. AB does not threaten MB Force of Will, but builds have 3-4 in the Sb. Compared to Death and Taxes (DnT), it applies little pressure. Compared to MUD, it lacks Control density, so Enchantress has more time to stabilize and win.
Relevant Cards: EsW
- Oblivion Ring (OR)
- Cast Out (CO)
- Solitary Confinement (SC)
- Utopia Sprawl (US)
- Wild Growth (WG)
- Bojuka Bog (BB)
- Meddling Mage (MM)
- Gaddock Teeg (GT)
- Knight of Autumn (KoA)
- Remorseful Cleric (RC)
Relevant Cards: AB
- 3/4 Chalice of the Void (CotV)
- 4 Karn, the Great Creator (KtGC)
- 4 Narset, Parter of Veils (NPoV)
- 1 Engineered Explosives (EE)
- 1 Mycosynth Lattice (ML)
Analysis
G1
This match is not about life; it is about Control and Combo. It will be a drawn out match, so be mindful of Match Time. AB's plan directly stymies Enchantress's archetypal Draw Engine strength; incidentally, it can answer another strength: mana production. Its best match up win conditions are A+B combos. Its plan is to accelerate into card A to control Enchantress until it can lock with card B. Fortunately, they are Sorcery-Speed, telegraphed and highly intractable.
If CotV resolves early, lead with EPS1; If not, lead with EPS2 to avoid stranding Ramp/Mana Fixing for future turns. Hold interaction for card A's: NPoV and KtGC. This halts the control plan and the win line in tandem. EsW can play through CotV well enough; play with it until one is ready to win. At this juncture, Wishes should find interaction: DS, GT or KoA.
As long as one controls Enchantresses, Urza, Lord High Artificer and Emry, Lurker of the Loch can be somewhat ignored because their card advantage do not stand with Enchantress's. With one's Draw Engine active, maintaining EG and/or SC seals off opponent combat lines. At this point, cast Wishes and find Interaction or a win condition like Dovescape. If mana permits, any Emrakul will end the game.
Warning: Play to end the match quickly because the match is time consuming. Resolve Dovescape and win; if one suspects shenanigans, be sure to find DwG.
Post Board
EW
- -4 Elephant Grass
- -2 Glittering Wish
- -4 Living Wish
- -3 Solitary Confinement
- +1 Emrakul, the Aeons Torn
- +1 Emrakul, the Promised End
- +1 Bojuka Bog
- +2 Doomwake Giant
- +2 Gaddock Teeg
- +2 Knight of Autumn
- +2 Meddling Mage
- +2 Remoresful Cleric
AB
- -1/2 Echo of Eons
- -2 Sai, Master Thopterist
- -1/2 Urza, Lord High Artificer
- +1 Engineered Explosives
- +1 Ensnaring Bridge
- +2/4 Force of Will (FoW)
The likely exchanges further acknowledges a game about Control and Combo. EsW's Post Board bests AB's, but remember, AB had a Pre Board advantage. AB is slightly favored because CotV is likely to enter AB's Turn 1 and hinder EsW's development enough to win; although, stabilizing and turning the tide can be quick. The Sbing also ignores Wishes to avoid being closed by CotV.
G2
EsW's MB maximizes interaction, Draw Engine, Ramp and win conditions (Order of significance). Mirror this change by keeping an highly interactive hand with the Draw Engine. The same EPS lines apply for the same reasons as G1. Again, answer card A's because it reaps the same benefit for one and closes a winning line for the opponent.
Develop and accept AB's minimal Counter Magic (CM) on everything except Dovescape. Bait CM. Continue to sever telegraphed winning lines. Without land interaction, one should have mana for any win condition. As a reminder, be Match Time conscious.
G3
Pending Round Time, the opponent may decide to make a radical shift and decide to Sb-In an aggressive plan to win versus a draw (It has occurred): Thopter Assembly and Sword of the Meek and Sai are representative of the shift. If one suspects it, remove 1 OR and CO for 2 EG. Shuffle quickly but effectively. Play to win fast.
Variant
BUG (Sultai) Artifacts
Note: There is no WRA , Most Relevant Cards list or Post Board analysis because I have never paired against this deck. I am basing the below analysis by eight separate deck lists from mtgtop8.
BUG Artifacts leverages Aggro lead by Uro, Titan of Nature's Wrath (Uro) with a dense interaction package: MB Abrupt Decay, Fatal Push, FoW, Nihil Spellbomb and Oko. The hardest hitting removal is Abrupt Decay, but one can easily determine what it will target: EG, EP or SC. In other words, its effectiveness can be mitigated.
After reviewing deck lists, one should treat this as a Tempo/Combo deck with heavy hitters. The EsW pilot cannot rely on one Solitaire card on the battlefield at one time because the deck plays Abrupt Decay. If unable to find sufficient pieces, do not refrain from using AE to block and depend on EP as the Draw Engine.
BUG Artifacts Sb further hemorrhages interaction: Ashiok, Dream Render, Ensnaring Bridge, Massacre, Plague Engineer, Spell Pierce and/or Thoughtseize. EsW is a bit soft against the Hand Interaction but player conditioning can help by feigning G1 Veil of Summer and at least delay its use. On the play, with the likely changes, one can lead, possibly dupe, an opponent into textbook plays and gain advantage with AE. The Enchantress Storm is likely to win here.
There are huge upsides for EsW when playing against BUG Artifacts. It does not, from the lists I reviewed on mtgtop8, contain any combo finishers. It contains zero MUD pieces or Planeswalkers. Each list values interaction: half match relevant. Every list also depends on value before Aggro. Still, each list is aggressive but slower because Uro needs to Escape for the deck to apply pressure.
EsW is favored G1-3, and one should, again, play this like a Tempo match. Use EPS2. Develop and interact where optimal because Target Removal is slow but aligns very well against this variant. Proficient Enchantress Storm play will win with few major match issues. Although, one can lose if chained Hand Interaction or Abrupt Decay resolve; at least, it suggests the opponent is threat light; at the most, Uro has fuel to Escape.
Throughout each game, be mindful of one's health and do not depend on a single SC or EG to keep one alive. Block with AE if one has EP on the battlefield to preserve life (One is likely to have another AE or EP in hand). Refer to "General Guides" for more assistance.
v. BR Reanimator Show
EW vs BR Reanimator (WRA: G1~40/60; G2~50/50; G3~45/55)
Note: BR Reanimator (BRR), even against FoW decks, can dodge and/or play through interaction to win. I suggest annotating Reanimator variant matches and isolate clear game losses first. These are least relevant and yield little authentic learning. Secondly, assess and reassess one's Mulligan strategy. Then analyze Turn 1-3 plays and outcomes to best learn the match (Learn the opponent as well).
Relevant Cards: EsW
- Glittering Wish (GW)
- Living Wish (LW)
- Karakas
- Bojuka Bog (BB)
- Gaddock Teeg (GT)
- Meddling Mage (MM)
- Resorseful Cleric (RC)
Relevant Cards: BR Reanimator
- 1 Ashen Rider (AR)
- 4 Griselbrand (Gb)
- 1 Tidespout Tyrant (TsT)
- 1 Iona, Shield of Emeria (ISoE)
- 4 Reverent Silence (RS)
- 1 Sire Of Insanity (SoI) / Tentative
Analysis
G1
BRR totes more than just Gb (Most decks only care about it). Its other creatures and their abilities are more significant in this match than others (Tied with Artifacts Blue). All but Gb's ability slows down Enchantress's plan or answers its best cards. Lastly, Gb shames EsW's Draw Engine and can win immediately.
The EsW pilot must show Mulligan discipline and begin with Karakas, Forest or Fetchland and LW (GW will do). In other words, ignore EPS and covet interaction until BRR exhausts its hand. Cast Ramp or ineffective cards into Chancellor of the Annex's Pre Game effect. Wish for FM or WoSM. Mostly, stopping Reanimator's first and second animate attempt is enough to stabilize G1, draw, ramp and win: it may take time to win.
BRR's MB Hand Interaction matters, and EsW is susceptible; although, Hand Interaction is unfavorable in this Meta because of Veil of Summer, which an opponent will likely respect when a Forest is untapped (Condition the opponent into believing it is there). This may buy a turn, which can be detrimental to BRR.
Post Board
EW
- -2 Glittering Wish
- -3 Living Wish
- +1 Bojuka Bog
- +2 Gaddock Teeg
- +2 Remorseful Cleric
Considerations: I am better equipped to make effective Meddling Mage (Played it in Standard/Extended/Legacy) plays. Also, I like the extra insurance to name Reverent Silence and other spells when patterns reveal them as likely.
- -2 Cast Out
- -1 Living Wish
- +3 Meddling Mage
BR Reanimator
- -2/4 Collective Brutality
- -0/1 Griselbrand
- +4 Reverent Silence
- +0/1 Sire of Insanity (Tentative)
*Addressing the Tentative card, Sire of Insanity is BRR'S best card against Enchantress, but it has lost favor. This is true in my immediate area, frequented forums and Discord servers.
The opponent recognized your strategy and planned accordingly. The MB is threatening enough, and RS is detrimental to Enchantress (Who would have guessed from all color combinations and archetypes, B/BR/UB/WBR Reanimator Combo are the only decks that use "Destroy all enchantments" cards in Legacy). The pilot may believe Veil of Summer is MBed and lead to Sb/Play errors to one's benefit.
G2
EsW odds better. If EsW won G1, phenomenal (This section will continue as if EsW lost G1. If in fact EsW won G1, use the following as your G3 guide). Without being on the play, Reanimator's chances of dodging/interacting with interaction shrinks; though, the match is not free. The BRR player is likely to take a more controlling hand to secure one animation spell and round out the hand with Faithless Looting. G2-3 is won on Mulligans. The texture of the hand should be graveyard interactive: 1-2 FS and/or WoSM. Karakas and GT are superb support.
After negating two animation attempts, the opponent will likely concede; especially if one has a GT and/or WoSM on the battlefield. EG and SC are great because each rebuff combat and further promote concession. If there is no concession, use EPS 1/2 depending how interaction developed Turns 1-3 and how many cards the opponent will have that following turn. Count Faithless Looting in the graveyard.
G3
With BRR back on the play, keeping a hand with 1-2 FS is imperative. It helps to round out the hand with Karakas, etc. Once one has thwarted the first/second animation attempt, use EPS1/2 depending how interaction developed Turns 1/2/3 (Purposeful Copy/Paste).
v. Cloudpost Show
Note: Unlike most other decks, Cloudpost (Cp) pilots vary their MB and Sb Interaction package greatly; yet, they all share its archetypal drawbacks: mulligan prone, bad mulligans, bad draws and dead draws. The WRA fluctuates pending the list a Cp player runs; however, Cp is still favored. WRA is based on my Local Meta opponent and his deck list.
EW vs Cloudpost (WRA: G1~43/57; G2~40/60; G3~40/60)
Note: The match favors Cp. Its MB has similar interaction to Artifact Blue, but it has greater MB and Sb interaction density and variety.
Relevant Cards: EW
- Abundant Growth (AG)
- Cast Out (CO)
- Glittering Wish (GW)
- Living Wish (LW)
- Oblivion Ring (OR)
- Utopia Sprawl (US)
- Wild Growth (WG)
- Gaddock Teeg (GT)
- Knight of Autumn (KoA)
- Meddling Mage (MM)
Relevant Cards: Cloudpost
- 2 All is Dust (AiD)
- 1 Blast Zone (BZ)
- 4 Karn, the Great Creator (KtGC)
- 4 Thought-Knot Seer (TKS)
- 2 Ugin, the Spirit Dragon (UtSD)
- 3 CotV
- 1 Ensnaring Bridge (EB)
- 3 Trinisphere (Ts)
Analysis
G1
Before play, understand that both decks Ramp, but Cp has more effective payoffs (Chiefly, Win Conditions against EW); in turn, Enchantress out draws and values it.
Firstly, on the play or draw, dodging CotV is a boon even though EsW can play well against it. Unfortunately, Cp is dense with meaningful interaction that preys on slower Control and Combo decks like Enchantress. The loss of speed will have cumulative consquences as the game develops. This loss will magnify AiD, BZ, TKS and UtSD effectiveness and impact. The Aggro plan is not early-to-mid match relevant, but it becomes surpremely relevant end game because Golos, Tireless Pilgrim (GTP), Ulamog, the Ceaseless Hunger (UtCH) and EtAT will decimate one's board state.
EsW's game plan is to Ramp, interact with threats and use ST to seal the game. ST is valuable because its flying Shark tokens wards combat and goes unhindered when attacking. The game will be modular and warrant adaptability because each deck is Interaction dense. While Cp's interaction is easier to play, Enchantress's interaction most probably will draw and add mana.
Note: In my notes, I faced Cp 8 times since Ikoria release; from those matches, I won 50% 2-1: once in Finals. From the 50% won, I determined that opponent mulligans and/or bad draws assisted, if not directly caused, each winning outcome. Each of my losses were attributed to CotV and/or Trinisphere slowing EsW enough and resolving UtCH or UtSP except once: terrible hand and awful mulligans.
Post Board
EW
- -2 Gliterring Wish
- -4 Elephant Grass
- -4 Living Wish
- +2 Doomwake Giant
- +2 Gaddock Teeg
- +2 Knight of Autumn
- +3 Meddling Mage (Name AiD or relevant Eldrazi)
- +1 Serra's Sanctum
Cloudpost
- -1 Golos, Tireless Pilgrim
- -3 Sorcerous Spyglass
- +1 CotV
- +3 Trinisphere
One's Sb actions acknowledges Cp's pious taxtion and nullification of spells by removing all Wishes and maximizing Target Removal and Denial. The Sb plan also considers Cp's mid-to-high MV creatures by replacing EG; plus, its Cumulative Upkeep cost is detrimental here. Doomwake Giant is included to discourage attacks and can destory GTP and TKS.
Early GT prevents AiD from resolving and is difficult to remove. MM should name AiD if GT is not on the field; then following copies should name EtCH and other relevant creatures like Prime-Time if playing against Mono-Green Post.
Cp's Post Board will maximize taxation and nullify EsW's Ramp, which pays for said taxes. Its lines and win options remain the same. Its inherent archetypal shortcomings are more pronounced because an increase of MUD permenents. It has mitigated a few dead draws, but it is now prone to redundancy blocks. I.e.: Two Trinisphere is underwhelming.
G2
Cp gained more advantage Post Board, and its game plan has not changed. Enchantress's Wish's game plan is much more interactive and desperate. EsW needs to get a strong EPS1 hand and draw into interaction; the best part is that 12 MB cards (20%) are interaction. The density matters more since Cp is on a single-draw-per-turn plan. EsW's interaction can leave it Top Decking long enough to gain advantage.
GT plays a major role in keeping the former true because AiD and UtSD will be unable to reset Enchantress's board state. More interaction also means GTP, KtGC and TKS will likely be answered. Next, Karakas holds GTP back, requiring the opponent to have per GTP activation.
Ultimately, Enchantress has the tools to chip at Cp's board, and it can lead to Cp into Top Deck mode; although, it will be an uphill battle for Enchantress. Be mindful of Match Time and KtCg and MS from the Sb.
G3
No strategy difference than G2.
v. Death and Taxes Show
Note: Updated January 2021. WRAs varies on MB and Sb interaction and how the deck leans (Aggro-to-Control). Acknowledging this, G1 WRA is most accurate, and G2/G3 WRAs are based on Control heavy DnT list that I encountered.
EW vs Death and Taxes (DnT) (WRA: G1~47/53; G2~42/58; G3~40/60)
Relevant Cards: EW
- Utopia Sprawl (US)
- Wild Growth (WG)
- Abundant Growth (AG)
- Doomwake Giant (DwG)
- Gaddock Teeg (GT)
- Knight of Autumn (KoA)
- Meddling Mage (MM)
Relevant Cards: DnT
- 4 Mother of Runes (Mom)
- 4 Rishadan Port
- 2 Sanctum Prelate
- 3 Skyclave Apparition
- 2 Spirit of the Labyrinth
- 4 Thalia, Guardian of Thraben
- 4 Wasteland
- 2 Cataclysm
- 1 Council's Judgment
- 2 Deafening Silence
Other Noteworthy, less probable MB or Sb options:
Analysis
G1
Either on the draw or play, progress with EPS2 because DnT's taxation and land interaction will stunt Enchantress (Goblins currently runs the same Land Interaction package); yet, G1 is winnable through Draw Power and Solitaire pieces because DnT lacks a non-combat win condition. Karakas repels Thalia for a tax break for one to develop the Mana Base and resolve Solitaire. Without Thalia, one can assemble an Enchantress Storm for enough value to change the tide. Still, the match will be drawn out and close. MB DnT does not have the $tax density or most effective interaction G1; notwithstanding, it totes the best game against Enchantress.
Play any MB interaction before Mom is active, preferably OR because CO has Cycling. ST may enter late, but one can dominate with Shark tokens. A Wish for DwG will obliterate DnT's battlefield.
Skyclave Apparition is DnT's newest and most effective card against Enchantments. This furthers DnT win-ability G1 and steadies its competitiveness G2-3, but it plays awakwardly with DnT's best Post-Board card, Cataclysm.
Post Board
EW
- -1 Bojuka Bog
- -2 Glittering Wish
- -4 Living Wish
- -2 Shark Typhoon
- +2 Doomwake Giant
- +2 Gaddock Teeg
- +2 Knight of Autumn
- +2 Meddling Mage
- +1 Serra's Sanctum
DnT
- -1 Batterskull
- -1/2 Stoneforge Mystic
- -4/4 Swords to Plowshares
- +1/2 Cataclysm
- +1/2 Council's Judgment
- +1/2 Deafening Silence
- +1/2 Sanctum Prelate
Note: Although I have one DnT player in my Meta, the owner has fluctuated his MB flex slots and Sb options after a difficult 2019. The diverse local Meta has made it difficult to determine the best list.
Other Probable, Noteworthy Opponent Swaps
- +1/2 Damping Sphere
- +1 Leonin Relic-Warder
Post Board, EsW retains the same target removal count (Two are blockers, now). MB DoTM acknowledges that play sequences and draws will be inefficient and will lead to discards, while utilizing Cycling and discards to win. DnT pilots remove most, if not all, creature interaction, so GT is relatively safe. It may fall victim to Council's Judgment or Skyclave Apparition, but GT is necessary to stop Cataclysm(s). MB DwG is a win condition. MB EtAT can be discarded to prevent decking out if one breaks out of the $tax game (A Match Goal).
G2
This game is more difficult because DnT becomes a staunch $tax deck while retaining lethality; DnT effectively replaces four ineffective and 2-3 marginal cards for potent cards. In summation, Enchantress faces all the previous hurdles, but it needs to play through, avoid and/or stop Cataclysm with GT or MM; then EsW needs to manage various and multiple Hate-Bears. DnT's Skyclave Apparition muddies Cataclysm; a single 3/3-6/6 Illusion will prove annoying to detrimental after Cataclysm.
GT can be answered by Karakas, but it is necessary to stop Cataclysm: functionally a tax. MM can name Skyclave Apparition and Cataclysm (If necessary); if an option is unnecessary, future MM should be redundacy insurance. Stoping future spells especially hurts DnT.
EsW struggles against the collective $Tax effects. Utilize Karakas on Thalia, play noncreature spells to gain incrimental footing and finish with DwG. If possible, form an Enchantress Storm. It is a boon that DnT lacks draw power, so surgically disassemble it as turns progress.
G3
This match leans towards DnT because it can close out the game better than Enchantress; additionally, a savvy pilot will adjust for GT. This match is likely to end up a draw or a loss for one until one has enough practice against DnT. A win will be hard fought and well earned.
Suggestions
Updates Add
The new MH2 Enchantments have not meshed well with EsW's MB, but Endurance is a Sb auto-include. Instead of forcing MH2 cards into EsW, I created a White/Green list: Enchantress's Destiny (EsD).
https://tappedout.net/mtg-decks/legacy-enchantress-enchantresss-destiny/?cb=1625117711
One deck is not better than the other because each tackles the Meta differently and plays differently. EsD is still in the testing phase, but I earned one 5-0 (More information on play and testing? Please follow the link).
Keep brewing.
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93% Casual
Competitive
Date added | 5 years |
Last updated | 1 year |
Legality | This deck is Legacy legal. |
Rarity (main - side) | 0 - 3 Mythic Rares 27 - 11 Rares 10 - 0 Uncommons 13 - 1 Commons |
Cards | 60 |
Avg. CMC | 2.20 |
Tokens | Shark */* U |
Folders | decks i like, Modern Enchantments |
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