Eidolon of Blossoms

Legality

Format Legality
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Journey into Nyx (JOU) Rare
Promo Set (000) Rare

Combos Browse all

Eidolon of Blossoms

Enchantment Creature — Spirit

Constellation — Whenever Eidolon of Blossoms or another enchantment enters the battlefield under your control, draw a card.

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Eidolon of Blossoms Discussion

Scion_of_Darkness on Mono white agro heroic

4 weeks ago

Neat, isn't it? Conviction on anything gives it a bit of protection against Burn, regardless of the bounce trick. I originally had a deck that was Naya and had some Enchantress style cards like Eidolon of Blossoms and Ghitu Firebreathing along with Conviction. I ended up dropping the Red, but if you ever want to branch into some other colors theres somewhere to start. I can see the benefit of keeping one color though. Have fun!

cdkime on Have a Karona, now kill my enemies!

1 month 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.

  • Sovereigns of Lost Alara is fantastic for tutoring and cheating out auras. It combos quite well with Eldrazi Conscription, another game-ending card.

If you are curious, here is my Voltron Karona deck. It might provide some other ideas:


Pinball Wizard - Karona, False God EDH

Commander / EDH cdkime

SCORE: 17 | 31 COMMENTS | 1579 VIEWS | IN 3 FOLDERS


cdkime on Karona Pillowfort-Enchantress

1 month 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:

  • Cut Vow of Malice and Vow of Duty - besides increasing Karona's power and protecting her, the other abilities they provide are completely useless. You'll be fine with three.

  • 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.

  • Eldrazi Conscription combos wonderfully with Sovereigns of Lost Alara, instantly giving Karona +10/+10 and trample, with the broken Annihilator 2 starting the next combat.

  • Consider running more enchantresses--Argothian Enchantress, Eidolon of Blossoms, Mesa Enchantress, and Verduran Enchantress are all great cards to improve your early-game card draw.

  • 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.

Amyas on WW2 Gravetide Propaganda

1 month ago

Eidolon of Blossoms and other Constellation effects?

FancyTuesday on Not quite there.

2 months ago

Well for starters, 3 of the 6 enchantress effects are "may" triggers; Verduran Enchantress, Mesa Enchantress, and Kor Spiritdancer (which you aren't running, probably for the best with relatively few auras). For seconds, are you seriously milling out against other players? I've fishbowled the deck near a dozen times and, assuming no removal disrupts it, it seems to "go off" around turn 7 and is still a solid 5 turns away from actually decking itself. That's pretty normal for a not-super-competitive deck. Even a casual deck should be able to combo out by turn 12 if left unmolested; that's a REALLY long game.

This is one of those cases where your opponents really should be keeping you in check. I mean, the deck has (had, at least, I swear Eidolon of Blossoms was in there earlier) 5 draw engines and as many ways to fish them out, that's pretty light. And all but one of those engines are wrath fodder.

I have a few specific tech suggestions and questions (like, what are you getting out of Awakening when you're playing multiple Kismet effects?), but it's late so I'll have to come back to this.

cdkime on False god of diplomacy

2 months 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:

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.

soulwarden11 on Lyra enchantress?

2 months 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.

Lands:Seraph Sanctuary, Reliquary Tower, Serra's Sanctum, Command Beacon, Path of Ancestry, Cavern of Souls

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.

SynergyBuild on X X X Enchantress

2 months ago

There are plenty of win conditions for Enchantress decks. I'll be honest, beatdown is iffy as a wincondition for enchantress, because if you drop a ton of enchantments on a turn, Opalesence and HoofT then you can't swing with your new enchantments. This has been my personal issue with it.

Comboes (Infinite or Repeatable) are a better win condition most of the time. This is due to the massive amount of draw that enchantress decks can bring to the table. By resolving any enchantress (or tutor for one and then let them resolve), your deck can be drawn to a massive extent.

Some of the more normal comboes for WG Enchantress are below:

Earthcraft + Squirrel Nest (with Altar of the Brood / Throne of the God-Pharaoh in Captain Sisay decks.)

Rest in Peace + Helm of Obedience (Or Leyline of the Void in black)

Opalescence (Or Starfield of Nyx) + Parallax Wave

Boonweaver Giant + Sac Outlet (In enchantress Martyr's Cause or Fanatical Devotion both work.) - This combo works by running Pattern of Rebirth in the deck, you fetch it onto the giant when the giant enters, and then you sacrifice him to the sac outlet, fetching Karmic Guide, bringing back the Giant, when he enters, return Pattern of Rebirth from the yard. Then you sacrifice the Giant again, fetching Fiend Hunter, exiling Karmic Guide, sacrifice the Hunter, bring back the Guide, return the Giant. Sacrifice the Giant to find Reveillark, and sacrifice the lark to return Karmic Guide and Fiend Hunter, they both enter.

From that point forward, you can return the Giant with the Karmic Guide trigger to return the Giant, then exile the Guide under the Fiend Hunter, sacrifice the hunter, return the Guide again, bringing back the lark. Repeat this to put all creatures from your deck onto the battlefield, sacrifice the Academy Rector finding Earthcraft, sacrifice and return Eidolon of Blossoms, tapping it for mana and drawing off of it.

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