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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Blessed Spirits
Creature — Spirit
Flying
Whenever you cast an enchantment spell, put a +1/+1 counter on Blessed Spirits.
rdean14 on Card creation challenge
2 years ago
Alright, 100%like WTF Mode the best:
Scarabosaur
Creature - Dinosaur Insect
You may cast Scarabosaur from your graveyard, but not from anywhere else.
Flying
Scarabosaur can only attack or block if you have more cards in your graveyard than your library.
5/7
Idk, definitely extremely broken in Dredge, but otherwise just weird, lol. I think it'd be a fun mythic rare in a return to Amonkhet or some nonsense like that.
I recognize that you just meant color identity, but that wasn't WTF enough for me
I'd like to see a child card Twins of Maurer Estate, Blessed Spirits, Child of the Pack  Flip, Cloistered Youth  Flip, Blood Bairn. Young Pyromancer and Young Necromancer are also pretty young, so if you want to continue that cycle, that's cool as well.
carlmoores on Tayam's Constellation EDH
3 years ago
Uh why is Blessed Spirits not in here? Seems an auto include.
Silverdrake on Orzhov aggro auras
4 years ago
Looks super fun, +1 from me! Aphemia and Alseid seem like they could be replaced with better beaters. Namely Blessed Spirits, Graceblade Artisan, and Hero of Iroas all reward you for suiting them up with your enchantments.
Whatever you decide to do, good luck and have fun!
mcewanquad on $5 Bird Counters
4 years ago
Love this deck, I made a version of it based on the list.
I have found Gleam of Authority underwhelming unless you have managed to get your Cloudfin Raptor up using Thrummingbird . Because most of the enchantments are cheap, if you don't know you have Celestial Ancient coming up it's hard to justify keeping stuff like Ordeal of Thassa and Favorable Winds in the hand to activate the triggered effect of Ancient later on. However usually if you get get some proliferation from Thrummingbird + Collective Effort , you have a viable bird army by T3 or T4.
In the 1-drop slot I swapped Faerie Seer for Healer's Hawk . I have been thinking of adding Sky Tether as basically a 1 mana Pacifism for removal. Blessed Spirits also rounds out the curve nicely and fits right in with the theme. I happened to have a Starfield Mystic which also dovetails nicely. I found Gird for Battle as a nice mana sink on T3 or T4 to get the proliferation / boosts for High Sentinels of Arashin if you have any "naked" creatures. To boost card draw, one could also add Winged Words and/or Curiosity / Curious Obsession which would get more enchantments in the hand. Invocation of Saint Traft is also a great combo with Cloudfin Raptor . Finally, Eidolon of Countless Battles can be a nice T4 bomb, boosting up one of your smaller flyers.
I know a lot of those changes make it a little less budget, but we're still talking like <$15 here.
5dollarMTG on A Little Project
5 years ago
This is a good collection of cards! If I were you, I would either go for a more midrange deck built around non-auras like Sigil of the Empty Throne and Sphere of Safety or focus on a more aggressive aura-based deck that is built around Hero of Iroas and other heroic creatures. If you take the latter option, you can curve from Favored Hoplite or Lagonna-Band Trailblazer into Phalanx Leader and Blessed Spirits. Then start targeting Phalanx Leader with cheap auras and Blessed Spirits will get huge fast. If you go this route you need protection since creatures with auras have a huge target on them. You already have Emerge Unscathed, which is great, but you might also consider Gods Willing, Center Soul, or an umbra like Hyena Umbra. Those are a lot cheaper to cast than Spectra Ward and, unlike Selfless Spirit, they'll re-trigger the heroic mechanic.
dhaller on Enchanted v1
5 years ago
SynergyBuild on The Abzan Enchanter's Essential Style Collection
5 years ago
Sorry it took me so long, I suck at math and typing.
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Okay, so first off, I'd suggest you drop high-costing cards. If they cost a lot (5+ mana with three colors, 6+ mana with two colors, 7+ mana with one color), and immediately win a game, they are worth it, as long as during normal, early-mid (Turns 1-6) game play, you can reach it with your ramp and manabase.
Now, onto the two cards that I believe fall under this "high-mana cost"-do-not-win-game card category:
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Duneblast - This card is big, it leaves you with the best board state (Provided no opponent held up a counterspell, Heroic Intervention, Golgari Charm, Wrap in Vigor, Faith's Reward, or Teferi's Protection), but it does only help you get the best board state in terms of creatures. What creatures is the deck trying so hard to protect it couldn't run an Austere Command or Merciless Eviction over. I mean Day of Judgment/Damnation/Wrath of God feels better than this, because of your commander being able to pull off bringing back any board state you lost in them.
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In Garruk's Wake - I hate this card, and love it at the same time, I mean, similar problem to Duneblast, and if you are going to make something expensive, go all the way, but 9 mana? At least personally, whenever a board-state has gotten out of hand, it has either A: been very early in the game, so people didn't have easy ways to deal with it, or B: be well protected, think an Archetype of Endurance+Avacyn, Angel of Hope being flipped from a turn 4 Tooth and Nail. The idea I want to make is a Merciless Eviction gets around anything, and come down for 2/3rds the price. I'd still rather see a Tragic Arrogance, as that card lets you pick the worst for all of your opponents, the best for you, and is sacrifice and choose, so they get around every keyword like Hexproof/Indestructible/Protection.
Now onto the next group of cards that need to go, cards that are good with enchantments, yet are not in fact enchantments, and could be replaced by enchantments:
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Yavimaya Enchantress - Ooh it is by far the worst enchantress, Early game it does nothing but chump block, mid-game it blocks for real, late game it blocks and hopes someone has no creatures now that it has high damage. It will die if it gets large, because it has no built in protection, and generally just isn't very good in this deck.
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Helm of the Gods - It's like Yavimaya Enchantress, except it doesn't have a body, so can't chump block early game, and doesn't count opponent's enchanments, and generally just isn't very good in this deck.
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Blessed Spirits - It's a Yavimaya Enchantress that only counts enchantments put after him and doesn't count opponents enchantments, all to give him flying. At least he can deal damage through blockers, and though he has no protection, he is the best of the bunch. I still don't think he is worth keeping.
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Celestial Ancient - Honestly, I have disliked this guy every time. People claim he is Cathars' Crusade levels of powerful, as in it isn't an enchantment (like Cathars' Crusade isn't a creature), and it places a bunch of counters on your creatures! This just isn't true though. Cathars' Crusade and effects like it (Coat of Arms/Door of Destinies in a tribal deck) are great because they aren't creatures, so they are harder to immediately remove. They also work because they are on enter the battlefield. If I put ten 1/1 creature tokens onto the battlefield with a spell, they all become 11/11's due to Cathars' Crusade, suddenly 10 power is 110 power. Casting enchantments doesn't have that effect. To pull off something similar, you'd have to cast either 10 actual enchantment creatures (You have 12 in total), or cast ten creatures/make ten tokens (Heliod, God of the Sun/Sigil of the Empty Throne) and then cast ten enchantments, which is difficult on many levels. The point is it looks really good, but it isn't.
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Blightcaster - I love this card. No sarcasm, no until now or anything, it is a pet card of mine. That and Doomwake Giant are why I feel black should be greatly considered in the colors to use for enchantress. It is great, but without a lot of protection, tutors, and ramp, it falls short almost every time. If someone would be hurt by it, they remove it. It is a four mana do nothing, or Disfigure once or twice most of the time.
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Auramancer - With a sacrifice outlet, and your commander, it feels good, because it can be a Regrowth for an enchantment on a repeatable engine, but that doesn't do it for this deck, and being a creature isn't enough, so I don't think it makes the cut.
Now onto the category of enchantments that I feel fall short in this deck. Whether they are too much mana, or not powerful enough, possibly their mana requirements are simply too much for this landbase.
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Spectra Ward - It may be really cool, ooh look, I can turn any creature into a nearly untouchable (minus board wipes or enchantment removal+creature removal or colorless creature removal), unblockable (except colorless creatures), and it gets a power pump! +2/+2 isn't much in commander, and everyone runs sweepers. It is unblockable and untouchable until it isn't and I don't think such an effect belongs in any place other than a voltron build. Uril, The Mistalker maybe.
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Ancestral Mask - Well, it is an iconic card. Sees play in voltron, bogles (voltron on tiny hexproofers), and sees play nowhere else. Trust me, no legacy enchantress list has used that card as a wincon, and in commander, it does find a place, but in voltron, and this deck isn't that.
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Celestial Archon, for either it's bestow or normal casting cost, it is overpriced. It only does one thing, beat face. Serra Ascendant beats face at a rate per mana cost 7.5 to one. 15 to one if you count lifegain, and the only downside is not having first strike (Unless you consistently are beneath 30 life). Straight damage isn't the point of this deck though. It is about drawing card and then whittling your opponent to death whilst you combo out. This card doesn't help with that, and is 3 mana more than I would ever consider using (for both costs).
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Ethereal Armor - Again, this is for voltron and bogles, not for enchantress.
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Fate Unraveler - This is a Nekusar, the Mindrazer card. It is in the same vein as Underworld Dreams, a great card, especially if there is Niv-Mizzet, the Firemind combo in your meta. Fate Unraveler however gets pinged four times by Niv-Mizzet, the Firemind and dies. It isn't a card for this deck on the premise that you are attempting to draw cards, and unless you have seen a ton of Enter the Infinite decks lying around, it does very little but paints a target on your head.
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Armament of Nyx - This card is a trap. It looks on the outset to be a Battle Mastery that doubles as removal, but it is worse than Guard Duty or Pacifism at removal (cost, and the creature can block), and you wouldn't want to run either effect. A card that does one of two bad effects is rarely good. In this case, one of the effects is useless (double strike is a voltron card), and the other is nearly useless (or completely outclassed by Journey to Nowhere).
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Grim Guardian - You run 40 enchantments. All 40 need to drop for this to win (Or most and a few that can bounce). You do not do that with this card. If you are using it to whittle, and win in combat, it also won't do. Greater Auramancy, Sterling Grove, Privileged Position or any tutor to find them comes down to inconsistently to protect him over multiple turns, so he will consistently just be removal bait, or useless. Great finisher in place of Altar of the Brood for Parallax Wave Combo, so run it if you run the combo, and some more tutors.
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Underworld Coinsmith - Without lifegain synergies, he doesn't win. For value though, and he becomes very interesting. Honestly I find him to be a powerful card. Without Mana Bloom, Cloudstone Curio, Parallax Wave combo however, I don't think he is powerful enough to make the cut.
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Karametra, God of Harvests - This feels bad. If it said enchantment, it's have 40+ triggers, but with out, it is just bad. Mirari's Wake is a much better version, to the point an extra tutor would be better than this. 9 lands is the maximum this can fetch, with your manabase, and that is over 9 cast triggers. It's rarely happen, so I'd estimate this to be a Gilded Lotus level of power, that enters tapped, and takes 2-3 turns to set up. It's only in here because it is an enchantment, and that isn't worth it.
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Courser of Kruphix - It gives slight card advantage in the form of knowing you next card, and digging one if you find a land. Keep in mind that the land you play from top uses up for 1 land per turn (or two with Exploration), and doesn't give you any extra drops like Oracle of Mul Daya. Otherwise, the lifegain is negligible, and it blocks decently. Since it reveals all of your draws, Pithing Needles and Nevermores/Meddling Mages will all be more potent from your opponents. It is decent, but not good enough.
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Quarantine Field - Removal, which I used for a time, but realized, at four mana it is a bad Banishing Light, at 6 mana, it is way to expensive not to be a board wipe. It has two modes, and any more than 6 is absurd. With mana it isn't worth it, because there are better outlets, like a Torment of Hailfire for something that wins game. It has another mode though, . I have actually cast this for more times than I have or above, because I get a cast trigger. It isn't worth it for the choices though. Journey to Nowhere, Banishing Light, Song of the Dryads, and Darksteel Mutation are all much better (the last two can even shut off commanders!)
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Budget 20 cards to toss in: (No cards above 3 dollars by tcgplayer prices.)
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Darksteel Mutation - It is removal for commanders, and that is about all, but I'd say is worth it.
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Dark Tutelage - Phyrexian Arena lite (which is Sylvan Library lite.). It is budget, and it works. It grinds out games hard, and the extra card advantage really helps in commander.
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Journey to Nowhere - Oblivion Ring for creatures for less
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Mana Bloom - Extra fixing, card advantage, and ramp. Cheap card in game and in real life.
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Seal of Cleansing - Disenchant on an enchantment. Powerful threat.
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Seal of Primordium - Naturalize flavored version of above.
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Blind Obedience - Shuts off many combos, slows artifact mana, and is generally an anti-combo card. Extort is a nice bonus, but is rarely useful.
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Authority of the Consuls - Same as above, but turn one play, only works on creatures, and a lot of added lifegain.
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Seal Away - Instant-speed Journey to Nowhere with the downside of only hitting tapped creatures. Synergy with above two cards.
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Stasis Snare - Instant Speed Journey to Nowhere.
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Prison Term - This card is a pet card. I love the moving around ability. It is very useful, and is a threat to any Azami, Lady of Scrolls or something like Narset, Enlightened Master where even hexproof gets gotten around when it moves.
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Utopia Sprawl - Fixing, ramp, and synergy with Earthcraft.
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Wild Growth - See above, remove fixing.
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Overgrowth - Big Wild Growth, lots of synergy with Earthcraft.
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Weirding Wood - Replaces itself, fixes, ramps.
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Vessel of Nascency - Impulse on an enchantment, fills the yard for the deck to use.
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Abundance - Stops you form milling out (by replacing draws with reveals, when it can't reveal anything, it stops, and you don't lose the game), gives card advantage when you flip past cards you don't need, and it can't hurt since it is a may replacement effect, so you can always not reveal if you don't want to give out information.
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Commune with the Gods - Powerful card draw, fills the yard.
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Nevermore - second copy of Gideon's Intervention, cheaper, no prevention of damage.
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Greed - Incredible budget value engine and is very simple, draws little hate when you endstep befor eyour turn play 10 life and draw to you win condition. Necropotence is better though.
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Total cost of these twenty card: $17.25 (USD) not including taxes or shipping from tcgplayer
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All of these changes will lead to a net increase of 8 enchantments, and that will leave you at 48 enchantments total, so you will only averagely need 2 enchantress effects to have access to your whole deck given infinite mana. possibly just 1 enchantress and Abundance
SynergyBuild on The Abzan Enchanter's Essential Style Collection
5 years ago
I understand that you already went over Femeref Enchantress in the comments, but I want to make a case for just because I have loved using it.
I wouldn't classify it as protection in a normal sense, unlike a card like Greater Auramancy, but it does deter casting a Disenchant, that otherwise might have been cast. The card I believe has other uses.
It, at least in my variation of the deck, is part of the Replenish Package I run.
Vessel of Nascency, Seal of Cleansing, Seal of Primordium, Aura of Silence, Solitary Confinement, Gaea's Touch, Sterling Grove, Font of Fertility, and Seal of Doom all allow for value when being sacrificed with a Femeref Enchantress. You run 3 of those.
With Cast Out and Commune with the Gods to help fill up my yard with enchantments, Replenish-styled effects, can bring them all back, just to have them be sacrificed. I have drawn 10+ cards in one turn with Femeref Enchantress in that method.
I use Seal of Cleansing/Seal of Primordium/Aura of Silence a lot of times on my own enchantments, because if they are going to be Return to Dusted or since I run Starfield of Nyx/Opalescence for the synergy (Ay! My Name!) with Earthcraft, when an opponent Merciless Eviction and name creature thinking my board will be exiled, then I sacrifice my Seal of Cleansing targeting Opalescence and suddenly I have no creatures in reponse, it works out.
Otherwise, you don't need to run it. I just think a more replenish-based list would work well for gaining value.
Thats my whole thing about Femeref Enchantress
Onto ramp, Overgrowth works really well, I'd suggest you use it. Wild Growth, Utopia Sprawl, and Carpet of Flowers are must-haves in enchantress, seeing play in the most competitive and most casual lists.
Gaea's Touch and Font of Fertility are for the Replenish/Open the Vaults/Femeref Enchantress's gameplan, but that is fully up to you too.
Other than that, Weirding Wood is an interesting card, that I have been back and forth with. It is basically a big Abundant Growth.
Now onto card draw Sylvan Library is a must-have. Imagine if Sensei's Divining Top decided it was its own man, and was going to trigger when it wanted too, but as a cost it was going to cost an extra . Sound's bad right, less control and more mana? Well its in the big world, and it is going to draw all them cards! Suddenly you are drawing 2, 3 cards a turn, and sure, it costs some life, but yes!
If you'd rather have it's child, Mirri's Guile is a great addition too. Both of these cards see play in the real legacy enchantress.
Mana Bloom is good at fixing, and since it bounces back to hand, you can keep recasting it, getting more enchantress triggers, along with triggers on Sigil of the Empty Throne, Celestial Ancient, Blessed Spirits, Doomwake Giant, Thoughtrender Lamia, Agent of Erebos, and Blightcaster
Last but not least, this seems like an aggro deck, which is strange for enchantress, I'd suggest Parallax Wave/Opalescence combo (Starfield of Nyx works as well), Squirrel Nest combo with Earthcraft, and Altar of the Brood for an instant win with either.
Solitary Confinement, Ghostly Prison, and a higher removal count (Banishing Light, Journey to Nowhere, Seal Away, etc.) along with ways of slowing down your aggressive opponents (Authority of the Consuls/Blind Obedience) all lead to a much better set up, and Teferi's Protection/Heroic Intervention can be blowouts.
I'd also suggest you up your enchantment count to around 40~50, and run a lot more tutors. Vampiric Tutor, Imperial Seal, Idyllic Tutor, Eladamri's Call, Sylvan Tutor, Chord of Calling, Summoner's Pact, Grim Tutor, Recruiter of the Guard etc.
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