Argothian Enchantress

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Mythic Rare
Urza's Saga (USG) Rare
Promo Set (000) Rare

Combos Browse all

Argothian Enchantress

Creature — Human Druid

Shroud (This permanent can't be the target of spells or abilities.)

Whenever you play an enchantment spell, draw a card.

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Argothian Enchantress Discussion

Ocelot44 on In Mists Lain Thick, Monsters Reign

1 week ago

Your mortal enemy is Bruna, Light of Alabaster. A good way to counteract her is to use effects like Leave / Chance and Brand so she can't steal your auras, and you may want to consider Rest in Peace or Scavenger Grounds so that she can't capitalize on her graveyard

Otherwise, since this is an enchantment theme, have you thought about running Argothian Enchantress and Mesa Enchantress?

As long as we're capitalizing on enchantments here, Song of the Dryads is superb removal, and it can ramp you in an emergency :p

Opifex on Dream Horizon

1 month ago

I added some mana doublers, removed some of the devotion sinks (artifacts) and added some big beaters because i realized my curve could handle it. Devotion control is important, if I have a field wipe, I want to be able to control how Kruphix is impacted. I added Scatter to the Winds (3cmc counter with a haste swarm after combo) along with Gaea's Revenge to sweep in with some sneak attacks post wipe.

Argothian Enchantress; I realize I am not maximizing for her potential, but I can get her to be a pretty large shrouded creature in a post wipe, also she reenters the battlefield as a chump blocker/draw in some of the post wipe maneuvers. (recasting Kruphix is a reliable use but not a maximized use of the enchantress)

I will try to add a description for the new build.

bushido_man96 on Dream Horizon

1 month ago

Argothian Enchantress doesn't seem like it will be doing much for you, even if you added in all the enchantments in your maybeboard. Rhystic Study would be much more reliable card draw. Unless I'm missing something.

Snydog17 on Enchantment Control

1 month ago

Argothian Enchantress, Femeref Enchantress, Mesa Enchantress, and Verduran Enchantress are all great draw engines that you should include. Doomwake Giant is basically a one-sided board wipe. Sphere of Safety: Oh, you can pay 2 for each creature? How about 8 instead?Skull of Orm: Let's recur that.Replenish: That's a very Nice Bane of Progress you have there. (This card IS a bit pricy.)

Hope that helps!

Kay7men on Poppin Bottles

1 month ago

So a lot of the cards you listed are actually just placeholder cards for things I want to add once I have the money to grab them. I just a few nights ago updated this to the exact decklist Im running that I built based on the cards I owned, so this is by no means the end goal of the deck. (tho all of the junk creatures in here are meant to be useful if turned into tokens via Seance if need be, hence the fox and wurm).

My end goal is to add in an enchantress shell for card draw, focus on token generation via enchantments, and top up on ways to take advantage of the token based board state.

I have a list of potential add ins on my desk, but the main cards are things like Anointed Procession, Argothian Enchantress, Sterling Grove, etc. I just havent had time to sit down with this setlist and start choosing what was being replaced my what yet.

I do appreciate the feedback tho, and if you want to look at it again after I finish doctoring it I would really appreciate that too

Tetravirulence on Ur-Dragon

1 month ago

It'd be interesting to run an enchantress package with the number of enchantments you have. Cut some fat dragons/bad enchantments and artifacts for:

Otherwise I'd run the most color-useful signets for fixing and Fellwar Stone. Amulet of Vigor if you really want to keep running taplands. Commander's Sphere and Darksteel Ingot are pretty mediocre. Don't know about Herald’s Horn.

Cut the tri-lands for checklands like Dragonskull Summit? Or maybe a heftier reanimator (ie: Reanimate) package to cheat dragons in.

Cheater effects:

Dorks to consider:

Topdeck Ramp:

On theme and maybe useful:

Big beater:

Anti-Artifacts:

Tryhard:

$$$

Dark_Danda on cEDH:Sisay Paradox Stax-Hate

2 months ago

@ Profet93

Many thanks for your suggestions. I will consider to play Academy Rector again as there are some mass removals in my meta such as Toxic Deluge.

As for the other suggestions here are my thoughts on them:

  • Elesh Norn, Grand Cenobite: It is too costly for this deck in terms of mana cost and doesn't do much against my meta outside of the combo. I play against tasigur, teferi, storm (though it would hit arcum pretty hard - but then again this deck wins before you could cast elesh).

  • Kamahl, Fist of Krosa: same as elesh

  • Mana Crypt / Sol Ring: This deck mainly uses mana dorks and enchantments to ramp as I seek to hate artifacts as hard as possible with Kataki, War's Wage/Stony Silence/Null Rod ect... Also it would hurt my draw-engine in terms of having two less enchantments available to draw cards with my enchantresses like Argothian Enchantress. Furthermore when you look at above list, you will see that I make it up with 24 ramp cards. I.e. I prefer to play Exploration/Wild Growth/Utopia Sprawl early on to generate further advantage with Serra's Sanctum (which in turn is tutorable with Captain Sisay). Also when considering to play Armageddon, while having Kataki, War's Wage/Stony Silence/Null Rod on the battlefield, any mana artifact becomes quiet useless and you would wish to have any other sort of ramp that breaks parity for you at this moment.

  • Selvala, Heart of the Wilds / Umbral Mantle: as I already play 24 ramp cards, I don't feel like I need any more right now. If I would choose to have more wincon I would rather go for the following ones because they fit more into my enchantment deck: Squirrel Nest + Throne of the God-Pharaoh (Earthcraft is already in the deck). Or I would put back in Monastery Mentor to get infinite token/storm with Earthcraft (note: I play only around 20 creatures and 33 enchantments, which makes this card deadly outside the combo) as described in my game plan section above. But honestly, I think that Paradox Engine and Living Plane are already enough for this deck to win. Usually I either stax everybody so hard that I get a ton of time to assemble my combo pieces, or I can go off with Captain Sisay, getting Dosan the Falling Leaf first and then Paradox Engine to draw my deck and once that happens, there is no way for the table to win as at that point I will get infinite mana and will be able to play my whole deck and to get all relevant cards back with Holistic Wisdom. Even, if for some weird reason, I would not be able to kill everybody, the board would be so staxed after that turn, that nobody would ever be able to cast a spell anytime soon.

  • Helm of Obedience: As I described above I think I don't need more wincons at the moment and if so, I would avoid to use artifacts which require an activation as there are other cards available that give me more synergies.

All in all you pointed out some very good suggestions, which make sense when trying to make as much use of Captain Sisay as possible. But to be fair and honest, Captain Sisay was actually one of the last cards that I changed in this deck because this deck was built around Rhys the Redeemed and used to be an enchantress/combo token deck where you have a big variety of ways to make infinite tokens ect. However, as time passed the deck slowly turned into an artifact, hatebear, stax list but I kept the enchantment core engine running. So, try to look at it this way: Though I play Captain Sisay as commander, I do not seek to win with her, she merely gets me there faster but the true strenght of this deck lies in staxing/hating everybody while keep drawing more hate with the enchantress. In this regard this deck plays pretty much like a storm deck. First play your hate and once you slowed down the table, you get to generate card-advantage that slows everybody down even more, play Captain Sisay and decide whether you can go off, get some ramp or more stax :)

Well that's pretty much it. I think this deck is a new way of playing Captain Sisay and I hope, as a fellow sisay player, you might have some other suggestions (maybe enchantments), that could fit the bill here.

Cheers, Noc

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