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
56 minutes ago
Definitely recommend Tajuru Preserver as a way to protect your gods. Besides exiling, sacrifice also kills them, but the Preserver puts a stop to this.
I also recommend running more enchantress-style cards, like Eidolon of Blossoms, Enchantress's Presence, Argothian Enchantress, and Mesa Enchantress to really get an engine going. Once you've ramped out, it becomes play a god, draw a god, repeat.
3 days ago
So I got rid of those 4 because you are definitely right, during the making of the deck, I was honestly just being stubborn because I wanted to use them but they definitely aren't best in slot for the deck. I switched in Fires of Yavimaya because of its utility if it's targeted, Privileged Position Because it gives everything hexproof not just enchants, Argothian Enchantress Because she's tough to get rid of and a great early drop, and finally Eidolon of Blossoms because it draws off itself and is also an enchantment. Plus I think I needed the extra draw anyway. I'm currently looking for anything else I can take out for a couple other things, preferably for Avenger of Zendikar and maybe Sterling Grove for that extra defense and it's fetch trigger when it's targeted. I'm trying not to get rid of my protection spells because I want a little bit of pillow fort going on because it's more of a late game deck.
4 days ago
Seeing as you're very enchantment heavy, why not run the enchantresses? Argothian Enchantress, Eidolon of Blossoms, Enchantress's Presence, Mesa Enchantress, and Verduran Enchantress. You can't ever have enough card draw. :D
If you are looking for cards to remove, I personally think Koskun Falls is really weak in here unless you're facing off against infect constantly. Sorin, Lord of Innistrad and Growing Ranks are quite weak by only producing a single token a turn without a token doubler up. A good replacement for Sorin is Freyalise, Llanowar's Fury as she has more tool-boxing capabilities, this is assuming you like the planeswalker token producers, which are quite slow. Also I'm not sure what Hardened Scales is doing for you here either..
1 week ago
So, Enchantress in EDH outside of white has two main elements normally.
Big Voltronable creatures and draw from enchantments.
For big voltronable creatures, ideally you want hard to remove ones. Lone Revenant, Siege Behemoth, Sagu Mauler, Thrun, the Last Troll, Stormsurge Kraken, Sphinx of the Final Word are all good options for hexproofness. Predator Ooze and Stonehoof Chieftain are good indestructable options.
Next up, there are a lot of better enchantments you can run for value and stuff. A lot of the straight up buff enchantments are just eh at best. Ancestral Mask is generally what you want to be using to buff on something hard to kill. The gods are generally decent and had to remove, as well as being able to become creatures. Temur Ascendancy is a solid enchantment too. Bear Umbra is a buff that untaps lands and protects a creature which is nice. Goes infinite with another enchantment Aggravated Assault. I have a lot more to suggest, such as Sylvan Library but don't know your budget etc and if you want value enchantments too.
Also I would defo play some number of useful lands, ramp spells, generic draw and removal, otherwise all you can do it slam a creature and attack, no other interaction.
2 weeks ago
I know that your deck is designed to go fast and become indestructible quickly, but because you're playing so many enchantments, you might consider Sigil of the Empty Throne as an alternate wincon (i.e. each time you cast an enchantment, you get more angels until, eventually, you can overwhelm the enemy).
Something else to consider for card advantage might be the lowly Mana Bloom, which can be cast with X=0 so that it returns to hand every turn, and giving your Argothian Enchantress and Enchantress's Presence yet another trigger each turn.
Also, if you'd like to get some more blockers or attackers out there, but aren't drawing your invulnerability enchantments, a good alternative might be to include Myth Realized. Also, rather than Green Sun's Zenith, which is a risky move with only 5 creatures in your deck, you might consider something that brings you enchantments such as Plea for Guidance, although that card does have a high mana cost for little immediate return.
4 weeks ago
Journey to Nowhere is a pretty good removal control card.
If you are cool with splashing another color, Yavimaya Enchantress was the driving force of my own enchantment deck from a while back. No matter how much control you may have, creatures are kinda needed to be out sooner. Other good enchantment related creatures include Argothian Enchantress (bit pricier), Blessed Spirits (so gosh darn cute yet sad), Celestial Ancient (doesn't really solve speed issue), Herald of the Pantheon, Mesa Enchantress, and Verduran Enchantress. You never realize just how useful plenty of card draw is until you end up solely topdecking.
Also, from personal experience, I would advise cutting down on some lands to about 21 and balancing out the important cards. Sphere of Safety is insanely cool in this deck, as would Ethereal Armor be, but with only a single copy in the deck your odds of getting it at all are slim, so you want to make sure you have a decent chance with at least 2-3 in the deck, because they do stack.