Whenever you cast an enchantment spell, draw a card.
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|Arena Cards (ARENA)||Rare|
|Commander 2018 (C18)||Rare|
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|Commander / EDH||Legal|
Enchantress's Presence Discussion
3 weeks ago
You asked for advice on your build and I can see a clearly defined difference between both of our builds. Mine is a Pillowfort with token/upkeep win. Yours is more Voltron.
1 month ago
Here's my recommendations:
Running the Bicycle lands as well as the Shadow lands and Temples seems a bit much. Mana Confluence may be a better for fixing. The Tango lands are also not as good when you're running as few basics as you are. Prismatic Vista also grabs any of the basics you need for the time.
Enchantress's Presence is a good Enchantress effect that you're missing out.
Archetype of Imagination is also a good card to give your tokens evasion if necessary.
Another board wipe would be a good idea. Time Wipe, Supreme Verdict, or even Evacuation could be good. Not to mention more interaction and removal. Seal of Cleansing, Seal of Primordium and Consulate Crackdown are good VS artifacts/enchantments. Kenrith's Transformation, Darksteel Mutation and Imprisoned in the Moon are all good auras VS creatures.
Ground Seal is good yard hate.
1 month ago
I'd also think about the "Enchantress" creatures for card advantage: Argothian Enchantress, Eidolon of Blossoms, Enchantress's Presence, Mesa Enchantress, Satyr Enchanter, Verduran Enchantress, and Setessan Champion. They can really help you set up an unbeatable engine, and then your opponents need to focus on either dealing with your creatures OR your Shrines.
1 month ago
| Add 3x Honden of Life's Web | Add 3x Archon of Sun's Grace | Take out 4 fog banks | Take out one of the sanctum of calm waters | Take out 2 sanctums of all | Take out 4 walls of blossoms | Add 2x Enchantress's Presence
4 months ago
GucciJesus - This deck seems like a good start but it does have a few glaring weaknesses. From what I can tell you only have 9 instances of ramp with a fairly high average CMC, Two enchantress cards not including your general and no clear game plan. Tuvasa is a fairly versatile commander with strong theming that draws her to have you jam every enchantment into a deck and roll with it. This will work in most low power metagames and feel strong as you will likely have few opponents with decks built to handle enchantments and the extra draw every turn will put you ahead in most cases. However, the lake of a true plan to win the game will, feel like a slog when you get to the last few moments of the game, where you just keep casting Tuvasa hoping she will stick so you can 21 someone, only to have her removed before combat.
This is where a focused game plan can help breath new life into your deck. Typically Tuvasa has two clear options: Pillow Fort Enchantress or Voltron Enchantress.
Enchantress Decks typically try to turbo out a bunch of cheap enchantments to eventually win with overwhelming card and some win-con.
The pillow fort variety will usually puts up a wall of enchantments (Sphere of Safety, Propaganda, Elephant Grass) to prevent your opponents from hurting you while you play cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience) with various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) to draw to a win-con (Opalescence, Starfield of Nyx)
Voltron attempts to win with a large Tuvasa, which appears to be the route that the Precon was built for. The issue is it seems you have no true protection from your commander. But Tuvasa is unique to other enchantment based voltron commanders in that she gets big with regular enchantments rather than aura's. Cards like Asceticism, Privileged Position can protect her, and cards like Levitation can help her get in for damage. The cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience), various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) still apply here.
Finally the ramp situation, if you are in a metagame that has limited mass enchantment removal (most) and shy's away from land destruction, then you should look to land aura's that ramp like Utopia Sprawl, give you extra land drops like Exploration or are just powerful like Carpet of Flowers. A good ration is around 10 to 12 ramp spells.
One final note while Sol Ring is a powerful card in most situations, it isn't necessarily better than the previously mentioned ramp spells, as they accelerate your game plan (buffing Tuvasa, draw you more cards) and can ramp you into Tuvasa, 3 things Sol Ring is not good for. I usually drop it from most of my decks where the commander doesn't have any colorless mana in their cost as its usually a dead draw in my opening hand and causes political problems.
7 months ago
This came to me after I made my comment, but I think Cloudstone Curio could be used as a strong draw engine in this deck. Given that you have Argothian Enchantress , Eidolon of Blossoms , Enchantress's Presence , Setessan Champion and Verduran Enchantress , you could continuously bounce two small enchantments with each other to get a ridiculous amount of card advantage. You could even efficiently draw lots of cards with just Cloudstone Curio , Abundant Growth and Utopia Sprawl // Wild Growth as you can move the mana-enchantment on to other untapped lands to keep producing extra mana. You could even use it to get around your own Root Maze on your turn and you can bounce your lands for extra mana as well if you start running short on lands in hand.
Another card to consider for control purposes would be Quicksilver Fountain as you can slowly turn all your opponent's lands into Island s. This strategy is pretty effective in green commander decks as you can use cards like Crop Rotation , Sylvan Scrying and Ancient Stirrings to fetch Unstable Frontier . The trick with Quicksilver Fountain and Unstable Frontier is that you can have the fountain target one of your lands to put the flood counter on it, and then in response to the ability on the stack you'd tap the frontier to turn that targeted land into an Island for the turn. Because the land is now an Island it becomes an illegal target for the Quicksilver Fountain 's ability countering it which means the land will not get the flood counter. With this your opponents lands will end up mana-screwed while you'd get to keep your lands in tact. The best part is even if your opponent's remove the Quicksilver Fountain it will not remove the flood counters meaning your opponent's lands will remain permanently stuck as Islands. This means you could create a serious dead lock with Choke or create a ludicrous amount of mana with Carpet of Flowers . As a bonus, instead of Unstable Frontier you can also use Cloudstone Curio to help remove flood counters by bouncing your lands with each other.
Of course these strategies would run at odds with cards like Titania's Song and Null Rod , but they're helpful to keep in mind and if your meta ever becomes less artifact dependent it might be best to switch them out for these cards along with Extraplanar Lens as these 3 mana artifacts aren't affected by Collector Ouphe or Damping Matrix .
7 months ago
Hey, good version of Rafiq.
Consider expanding on the enchantment theme? Adding more enchantresses and more enchantments? I suggest this because I see Sovereigns of Lost Alara and it's good with auras with Raqif.
Cards within the budget to consider adding:
- Exotic Orchard
- Ash Barrens
- Yavimaya Coast
- Reliquary Tower
- Enchantress's Presence : enchantress.
- Kor Spiritdancer : aura enchantress.
- Satyr Enchanter : enchantress.
- Favor of the Overbeing : with Rafiq +2/+2 flying and vigilance.
- Eldrazi Conscription : combos with Sovereigns to make Rafiq as powerful as an Eldrazi.
- Ethereal Armor : one drop, lots of pump.
- Tajuru Preserver : protect Rafiq from sac.
- Wild Growth : one drop ramp.
- Fertile Ground : ramp.
- Snake Umbra : draw, double draw with double strike.
- Open the Armory : aura/equipment tutor.
- Alpha Authority : hexproof and evasion.
- Heliod's Pilgrim : aura tutor.
- Darksteel Mutation : removal.
- Beast Within : removal.
Cards to consider cutting:
- Temple of the False God
- Blossoming Sands
- Tranquil Cove
- Treva's Ruins
- Frontline Sage
- Battlegrace Angel
- Grunn, the Lonely King
- Angelic Benediction
- Behemoth Sledge
- Medomai the Ageless
- Hydra Omnivore
- Cold-Eyed Selkie
- Infiltration Lens
- Mirri, Weatherlight Duelist
- Stonehewer Giant
8 months ago
Hey, saw you're forum topic asking for help.
You have 21 deck spots left which should all go toward lands. You have $50 left in your budget which is plenty to finish a playable manabase with some left over. I see Farseek , but there's currently not a dual land that it can search for. You could add Temple Garden , Stomping Ground and Sacred Foundry , Farseek can search for one of these Shocks lands. Another direction that's less expensive is Canopy Vista , Cinder Glade and Sacred Foundry . The Battle lands like the Shock lands can be searched for with Farseek. Of course the better option would be to include all these lands.
Here's a land package to consider for $40:
- Exotic Orchard
- Ash Barrens
- Naya Panorama
- Contested Cliffs : Uril is a Beast.
- Battlefield Forge
- Canopy Vista
- Cinder Glade
- Sacred Foundry
- Stomping Ground
- Temple Garden
- Fortified Village
- Game Trail
Round out the rest of the manabase with basic lands.
As far as optimizing on a budget then Argothian Enchantress and Path to Exile combine for $20 which I think I can be better used because there's plenty of less expensive alternatives especially Enchantresses. Sterling Grove for example gives you something that's better than Argothian, an enchantment tutor that also protects from target removal for all your other enchantments. Sterling is an enchantment, it has other interactions in your deck which is really good for a tutor. Path is fine, but is less needed when you have Swords to Plowshares . Sigarda's Aid gives you something that your deck doesn't have, flash for auras.
Other cards to consider adding:
- Sterling Grove
- Sigarda's Aid
- Eladamri's Call
- Wild Growth
- Trace of Abundance
- Fertile Ground
- Enchantress's Presence
- Satyr Enchanter
- Nature's Lore : search for a Forest dual land (Garden, Ground, Vista, Glade)
- Beast Within
- Fellwar Stone
Cards to consider cutting:
- Argothian Enchantress
- Path to Exile
- Kodama's Reach
- Rampant Growth
- Faith Unbroken
- Vow of Wildness
- Scourge of the Nobilis
- Boros Signet
- Gruul Signet
- Selesnya Signet
Because of the Enchantresses I think land auras are better here than Signets and many land ramp spells that can only get basic lands. Good luck with your deck.