|Commander / EDH||Legal|
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|Eternal Masters (EMA)||Mythic Rare|
|Promo Set (000)||Rare|
|Urza's Saga (USG)||Rare|
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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
6 days ago
Here's some suggestions based on my own experience with Voltron Karona:
Vow of Duty is pretty useless on Karona as she doesn't really benefit from Vigilence. Run Vow of Wildness instead--Trample is fantastic when you're trying to force through commander damage, and that extra +1/+1 makes a difference.
Howling Mine is an incredibly mediocre card. For card draw, I would recommend running enchantresses--Argothian Enchantress, Eidolon of Blossoms, Mesa Enchantress, and Verduran Enchantress are all strong options.
Canopy Cover is an interesting little card. Unlike most enchantments, it does not give the creature hexproof. As such, your opponents cannot target Karona when she is under their control, but you can still enchant her. That it adds evasion is just a nice extra touch.
Armadillo Cloak gives a nice boost to power, the invaluable trample, and lets you heal whenever Karona attacks.
Ethereal Armor is an explosive card, capable of quickly ending games.
If you are curious, here is my Voltron Karona deck. It might provide some other ideas:
Commander / EDH
SCORE: 17 | 31 COMMENTS | 1579 VIEWS | IN 3 FOLDERS
1 week ago
I disagree with SteelSentry that equipment is typically better. The fact that it sticks around upon death is a benefit, but there are significant, arguably equal, advantages to auras. Auras tend to be more efficiently costed and have more synergies. Also, there are vastly more auras than equipment, so you are more likely to find the exact effect you need.
As for why most decks do not run both: they require different support spells. Auras want cards like Soverigns of Lost Alara , and Argothian Enchantress. Equipment wants cards that cheat equipment onto a creature.
There is some overlap, but generally trying to do both ends up hurting your efficiency.
1 week ago
I'm a huge fan of Karona, and also use a pillowfort/Voltron build on her. Here are some suggestions based on my own experiences:
Karona is a huge investment, so it's helpful to have some ways to protect her. Canopy Cover is probably my favourite. Most enchantments give either Hexproof or Shroud. These are both problematic--opponents can target a Hexproof Karona when they control her, and a Shrouded Karona can't be further enchanted. Canopy Cover ensures you are the only player who can target her, regardless of her controller, and adds some evasion to boot.
Ethereal Armor ends games, easily giving a +5/+5 bonus by the time you are ready to cast it.
Karona is very difficult to cast, and even more difficult to field. I've found it's very useful to have other cards that can close out the game. Chromanticore gives you a lot of value, and can even double as an aura if needed. Sigil of the Empty Throne can quickly grow out of control, producing a bunch of strong flying blockers, or an army of tribal angels to be boosted by Karona--whatever the situation requires.
Starfield of Nyx recurs your enchantments and can turn them into a powerful win condition.
Armadillo Cloak is an interesting little toy, as it gives the aura's controller the health, as opposed to giving Karona Lifelink (thus benefiting Karona's controller). It's a pretty solid way to rack up some health during your opponents' turns.
I'd recommend running enchantment-based ramp over artifact ramp. It has better synergy with the rest of your deck, particularly if you add enchantresses.
For some cards I would cut:
Gisela, Blade of Goldnight - great card, but I don't think it is necessary. While she can help speed up a game, your opponents will control Karona a large portion of the time. Your commander taking double damage most of the game is problematic.
Gwafa Hazid, Profiteer is a bit too slow for my taste. He comes out at turn 3 at the earliest without doing anything notable, takes another turn and more mana to activate, and dies to most every removal spell in-game, rending the investment worthless.
Tatyova, Benthic Druid - another wonderful card that doesn't work well in this deck. While it gives utility to the lands you draw in the later stages, you'll probably want to cast other cards on turn five.
Totem-Guide Hartebeest - this is a card I tested out in early iterations of my deck, and I found it awful. By the time I could cast it, I always had something better to do, and had likely already drawn and played a better tutor. Ultimately it came out to a 2/5 vanilla creature that languished in my hand.
Hopefully some of that helps. If you're curious, here is my decklist: Pinball Wizard - Karona, False God EDH.
2 weeks ago
So I built this deck and it was my first time playing. My beginning hand was BEAUTIFUL started out with 3 lands, Sylvan Library, Enlightened Tutor, Argothian Enchantress, and Burgeoning. And so with that hand I was able to start filtering what I wanted to draw and this way I could draw my enchantments and get my draw engine going. And now I am the INSTANT target when I play this deck all because of the luck of the draw. Yeah I was the target on turn 4 BIG TIME! So yeah I just want to bring hell upon my playgroup so that they can see the true power of magic!!! HA HA HA HAAAAA!!!!!!!!
Commander / EDH*
3 COMMENTS | 31 VIEWS
3 weeks ago
1 month ago
Vow of Duty and Vow of Malice are next to useless on Karona. Yes, they prevent her from attacking you, but vigilence and intimidate provide little added utility. I would consider instead adding some more efficient tutors and Armadillo Cloak (since, unlike lifelink, the cloak allows you to be the recipient of health).
Otherwise, you have a very, very high curve, and little in the way of win conditions. I think you should cut a large number of your larger, more flashy cards, and focus on the early game. I also think you are a bit too kind to your opponents, and grant too many boons (many of which seem to benefit them as much, if not more, than yourself). Unlike wizzard90, I do believe in the power of a good prison deck; but I do agree with the statement that they are not infallible.
Here are some suggestions:
Copy Enchantment provides wonderful flexibility.
Darksteel Mutation, Imprisoned in the Moon, and Song of the Dryads are excellent removal spells, as they can permanently cripple an enemy commander (they do not result in a zone change, so your enemy cannot bounce their commander to the command zone).
Ethereal Armor is incredibly strong in an enchantment-based deck.
Sylvan Library is a fantastic card.
Defense of the Heart is great, particularly as you have several high-mana targets.
If you are curious, here is my take on an enchantress Karona deck: Pinball Wizard - Karona, False God EDH. Unlike your Group Hug plan, I use her as a Voltron commander, but you still might find some enchantment-based cards that tickle your fancy.
1 month ago
This ended up being really, really long...so if it's TL;DR or you feel too critical, feel free to delete it (I wouldn't even complain at this point). Hard to really see this as an "Enchantress" deck while only being able to use Mesa Enchantress and NOT including a Serra's Sanctum to boot. Much more simply an Enchantment heavy Angel deck, which I definitely approve of since I love both Enchantments and Angels, but the title is misleading.
Enchantress is a deck centered around the Enchantress triggers of Argothian Enchantress, Verduran Enchantress, Enchantress's Presence, Eidolon of Blossoms; and if you're adding a color, you add White so you can use Mesa Enchantress and Femeref Enchantress. Without this core, it's not Enchantress.
As for the rest of the deck, it looks like it should be able to hold its own, but would probably improve with some cheaper Angels or more ramp. I used to run Voltron Akroma, Angel of Wrath and had to use tons of mana rocks just to make it playable. Akroma also cost 5WWW to get the FIRST time soooo....yeah...
Angels:Serra Avenger, Angelic Page, Emancipation Angel, Seraph of the Sword, Sustainer of the Realm, Angel of Condemnation, Seraph of Dawn, Blinding Angel, Herald of the Host, Angel of Sanctions, Angelic Arbiter, Angel of Serenity, Akroma, Angel of Wrath, Resolute Archangel, Archangel of Thune, Baneslayer Angel, Serra Ascendant, Avacyn, Angel of Hope, Iona, Shield of Emeria.
Enchantments:Serra's Blessing, Brave the Sands, True Conviction, Righteous Cause, Aura of Silence, Blind Obedience, Endless Horizons, Spirit Loop, Karmic Justice, Nevermore, Seal of Cleansing, Sphere of Safety, Spiritual Focus, Starfield of Nyx, Worship, Moat, Test of Endurance
Rocks/Ramp:Land Tax is pricey, but the best mono white land grabber in the game.Gilded Lotus, Chrome Mox, Lotus Petal, Manalith, Fellwar Stone, Spectral Searchlight, Darksteel Ingot, Mind Stone, Thran Dynamo, Pristine Talisman, Caged Sun, Gauntlet of Power, Extraplanar Lens, Explorer's Scope, Thunder Totem, Marble Diamond.
Other:Door of Destinies, Herald's Horn, Howling Mine, Demystify, Disenchant, Fragmentize, Forsake the Worldly, Fumigate, Aetherflux Reservoir, Approach of the Second Sun, Faith Healer, Grand Abolisher, Open the Vaults, Replenish, Second Sunrise, Oketra's Monument
A number of these are pretty pricey (and definitely out of my price range) but as someone who plays White in every format he plays, a Tribal player and an Enchantress player, I can go on and on and on about these kinds of decks...This deck happens to have a White-centric tribe and is Enchantment based. XD My apologies.
2 months ago
multimedia Thanks for the comments!
I will have to try the Grand Abolisher, I do have that card.
I did try Rancor, but it did not perform as well as I'd hoped. Still a great card regardless.
As for the Argothian Enchantress, I recognize that the deck does have a number of enchantments, but having played the deck several times it does not make it worth it in the scheme of things. The deck has enough draw power from Rhystic Study, Sensei's Divining Top, and when useful Key to the City. Good thoughts!