Enchantress's Presence

Legality

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

Printings View all

Set Rarity
Onslaught (ONS) Rare

Combos Browse all

Enchantress's Presence

Enchantment

Whenever you play an enchantment spell, draw a card.

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Enchantress's Presence Discussion

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 Competitive 5C Constellation

3 months ago

AlphaAuthority

Yeah, I mean iamthemanateeofdestruction just didn't understand, I don't think he wanted to be rude or anything.

On the otherhand, you are correct, to start the enchantress engine, you need one or more enchantresses on the field, and only one enchantress isn't a creature being Enchantress's Presence, except for that, a board wipe would hurt him.

I guess you could use Fell the Mighty, Retribution of the Meek, or Dusk / Dawn

Pranker0 on K&T Enchantment

3 months ago

Reliquary Tower, Enchantress's Presence, Argothian Enchantress, and Femeref Enchantress would all help with the enchantment heavy theme, although making room might be tough.

If planeswalkers are your end game, maybe you should include a few more than just 5 or at least a way to search them out. White has some neat toys for that.

Also, Enlightened Tutor and Idyllic Tutor should be your best friends here.

SynergyBuild on Karametra and the four Enchantress's (EDH)

3 months ago

The Five normal Enchantresses are as follows:

Argothian Enchantress

Enchantress's Presence

Verduran Enchantress

Mesa Enchantress

Eidolon of Blossoms

The others are below:

Femeref Enchantress

Sram, Senior Artificer

Kor Spiritdancer


You run the good ones, but here is what I suggest:

Wild Growth - It adds a great piece of turn one ramp

Fertile Ground - Similar to Wild Growth meets Utopia Sprawl

Cloudstone Curio - With an enchantress and a few low cost enchantments, you draw a ton.

Serra's Sanctum - Best land for this deck

Earthcraft - Best mana engine with this deck, use with Ajani's Chosen, Sigil of the Empty Throne, Opalescence, or Starfield of Nyx with a basic land enchanted up with Utopia Sprawl or the likes to turn each enchantment into 4+ mana, with an enchantress or two this almost goes infinite.

Squirrel Nest - Win con with Earthcraft, makes chumpblockers

Banishing Light - Great Removal

Song of the Dryads - Commander Removal

Oblivion Ring - Great Removal

Sylvan Library - Great Card Advantage, combos with Abundance, note, you only have to pay life for cards it draws you, if abundance is on the field and replaces those draws, you don't have to pay life for any of them.

Mirri's Guile - Similar to Sylvan Library, but worse in most cases, luckily it is earlier in mana cost.

Carpet of Flowers - Normally makes an absurd amount of mana seeing how many people play blue in commander.

Enlightened Tutor - Nothing better than the old tutor-to-top for an instant.

Idyllic Tutor - Insanely underrated, it gets you any tool for the job then.

Eternal Witness - Better than Auramancer or Monk Idealist

Solitary Confinement - Best protection, and with enchantresses you can easily keep it up indefinitely.

Authority of the Consuls - Shuts down some comboes (Impact Tremors, Blood Artist, Zulaport Cutthroat, Kiki-Jiki, Mirror Breaker, Splinter Twin), slows others, gains life, one mana etc.

Blind Obedience - Similar to Authority of the Consuls, taps artifacts, no life gain for free, can deal incremental damage if you have left over mana to dump.

Grand Abolisher - Better than City of Solitude 90% of the time, but isn't an enchantment, and so is easier to kill.

Stony Silence - Artifact Hate to the Max

Rest in Peace - Graveyard Hate alongside Ground Seal

Helm of Obedience - Combos with Rest in Peace to kill any player you want every turn.

Teferi's Protection - Better than Heroic Intervention, costs one more.

Parallax Wave - Goes infinite with either Opalescence or Starfield of Nyx. (This works because you remove a counter to exile one creature you dont want on the field, and then in response you target Parallax Wave with it's own ability, it will bring itself back, then exile the other creature forvever. With Eidolon of Blossoms, you can draw until you hit any card in a similar manner, and you can keep bouncing Monk Idealist returning every other enchantment from your graveyard to you hand, etc. With Ajani's Chosen, you have infinite 2/2 cats.)

I love enchantress, and have played with Karametra, God of Harvests Enchantress, Dragonlord Dromoka Enchantress, Heliod, God of the Sun Enchantress, and Selvala, Explorer Returned Enchantress, which I like the most.

To the the most competitive combo-oriented enchantress deck I have built, it is below:

[Help Needed] EDH GW Enchantress

JuQ on My Name is Uril

4 months ago

You would really get value from the rest of the enchantress pack, as many of them as you can afford Argothian Enchantress, Verduran Enchantress, Enchantress's Presence, Femeref Enchantress and also Sram, Senior Edificer and Kor Spiritdancer because it's not just an enchantment deck, but an aura deck.

Focus on low mana auras that provide Uril some kind of evasion or protection, not just size, Uril will grow on its own Shield of the Oversoul, Runes of the Deus, Unquestioned Authority, Cartouche of Strength, Snake Umbra and other totem armors.
Also great options Faith Unbroken and Sage's Reverie not really evasion or protection, but card draw is always so good and exiling on an aura is great utility.

epydemic2020 on Sigarda, Host of Dreaming Will

4 months ago

I really like the addition of Gideon's Intervention and Hunter's Insight.

To lock down their commander I use Darksteel Mutation and then fly over with sigarda.My 3 cost card draw is Snake Umbra. I like the idea of the umbra to counter a board wipe, but yours might actually be a better move. (My deck ->Sigarda's Aura of Friendliness)

Enchantress's Presence costs too much real world money for me. I instead use Green Sun's Zenith and tutor up Argothian Enchantress for the same mana cost, or Eidolon of Blossoms if I have the extra mana to burn.

I also had never considered cards like Replenish or Soul's Majesty or Teferi's Protection ... Soul's majesty in particular looks awesome.

I picked Tempt with Discovery for it's political implications, but Traverse the Outlands looks like an amazing card.

JuQ on Rafiq of the No Interaction

4 months ago

Hi, I have My own Rafiq deck and it actually works quite consistently (at least in my meta of kitchen table magic) Rafiq of the mostly himself.. Rafiq is an amazing commander because he needs really little help to destroy your enemies wich leaves you a lot of slots open in the deck to oil the engine of the deck. On top of that he has a really nice color identity.

I Use 39 lands which may be a bit more than enough, but at least you don't get stuck.

To pump Rafiq I focus mainly on evasion so they dont just chump-block him, Cartouche of Knowledge, Rancor, Shield of the Oversoul, Steel of the Godhead, Unquestioned Authority, Whispersilk Cloak Shroud can be a hinder but this card is just bananas.
When I find an opening or I have a counter in hand I use Might of Oaks (if he hasn't been blocked) or Enlarge to one shot a player (7+3+1)x2= 22.
All those auras you use that give Rafiq just a super big body are a bit overkill in my opinion. If you just give him +2/+0 and some evasion he will only need two attacks to kill someone. Leave you mana open and brag about all the counterspells in your hand.
Forgotten Ancient: Almost forgot about this guy. Gives no evasion, but makes anyone super big.

It looks like you are lacking serously in card draw. Card draw is crucial in Commander because you won't be able to kill and fend from all other players just with your starting seven cards. If you are the player that's drawing one card each turn then you are most likely not going to win.
Hunter's Insight will draw you 8 cards for three mana just attacking with a butt naked Rafiq that happens to be unblocked.
Hunter's Prowess is a heavier version of the previous, with a sexy +3/+3 and trample. I hope you draw the Reliquary Tower.
Snake Umbra: Up to two cards per turn and protection from death.
Pull from Tomorrow: instant braingeiser, nuff said.
Fact or Fiction, Concentrate, Secrets of the Golden City: just flat card draw with a moderate cost, gotta keep the cards comming.
Rush of Knowledge an underated spell. will get you easily four or more cards.
And seven more cards that are cantrips.

Reactions abound:
Counters: Stubborn Denial, Swan Song, Arcane Denial, Disdainful Stroke as cheap counters. Faerie Trickery, Hinder because there are stuff that you just don't want to leave in a graveyard. This spells should be Dissipate and Void Shatter instead, It's in my "to do" list. Bant Charm one of the most versatile card in the game, the three options are good.
Blossoming Defense: protection/boost, Shelter: protection/evasion, Valorous Stance: Protection/removal.

Removals, if I'm not unblockable I will open a way myself!. My phylosophy with removals is "exiling matters" if I use a card slot in a deck in a removal, I want that thing gone for sure, gone forever and not triggering anything:
Bant Charm, Selesnya Charm, Crib Swap, Reality Shift, Curse of the Swine, Valorous Stance. Also Snakeform and Polymorphist's Jest get the job done against indestructible creatures. Provoke is a pet card of me, you gotta see their faces when you meddle in combat between opponents getting one or both of the creatures dead.With the naturalize effects I also want stuff exiled, too many gods and indestructible artifacts. Sylvan Reclamation, Return to Dust, Forsake the Worldly and then those that don't ecile but are too good not to use: Acidic Slime the ooze with deathtouch is quite unwelcomming for big attackers, Qasali Pridemage too on theme with the deck, Trygon Predator reusable naturalize and can destroy two each attack.

My decks are usually low on board wipes, they are boring because they set everyone back, you included. They are only a last resort for me, it works better for me removal of strategic targets but I still run three of them Cyclonic Rift as you, AEtherspouts set one player back to stone age and he'll become the punching bag of the table, Tragic Arrogance board wipe that you lets your main guy live and the worst creature of your opponents.
I have a card slot in the deck (I think I lost a card somewhere), one of the cards I may put is Cataclysmic Gearhulk

For big final play I don't need more than Finest Hour (same as you, no brainer for the deck), Medomai the Ageless to play three turns in a row every time until they kill it.

What I think you are doing wrong:
Yes, you land count is low, it is not 35 but even lower: Maze of Ith doesn't give you mana and Serra's Sanctum in your opening hand wont give you mana either. Then you have the three fetchlands that will take another land from the deck you may need to draw later. The moment you play first time Rafiq everybody will have have their hand overflowing with removals and there will be fewer targets more deserving of removal than him, it will take you forever to get back on your toes.

You lack awfully on card draw, you only have Rhystic Study, Betrayal, Enchantress's Presence, I you don't happen to draw one of them or they get detroyed, the deck will lag and you will lose. In a blue and green deck is a crime to be low on card draw, you need many cards to be sure you get to draw some of then and then they will call to each other, the more you draw the more draw cards you'll get to keep the drawing going. About ten to fifteen cards to draw is a nice number. If you put too many you will find yourself drawing only draw spells, not good either.Rhystic Study is a great card, works on its own and in the worst case slows your opponents, keep it.
Betrayal unless you find a card with a crazy ability that may get abused untapping several times, this card is a bit weak, It's better in a control deck that is already tapping the opponents' creatures.
Enchantress's Presence You have to make up your mind, is this an enchantress deck? because if it is you better be including all the enchantress (Argothian Enchantress, Femeref Enchantress,Mesa Enchantress and Verduran Enchantress) Eidolon of Blossoms, Kor Spiritdancer, Sram, Senior Edificer, and swap several of the cards for enchantments that do something similar (I.E. mana rocks for land auras like Wild Growth). Then you will have a decent card engine.

Eldrazi Conscription big flashy card that's more than Rafiq actually needs, it will be a dead card in your hand until you finally get some way to cheat it to the battlefield. You may at one point be able to cast it but you will run out of mana and expose yourself to removals. You could wait until you have 10 mana, but do you really want to? I would take it out of the deck unless I could consistently cheat it to the battlefield (like having Bruna as commander).

Flickerform Tried this card a lot of times, 90% of the times you won't have four mana available when you need it, that's a lot. also it gives nothing else to Rafiq.

Ghostly Prison and Propaganda: You said you want to kill your oponents as soon as posible, yet you keep building a pillow fort around you. Make up your mind!

Tooth and Nail: The same, you say you want to push voltron to the limits, but you can't help but including the nine mana cost spell that puts the combo in the battlefield.
The point of having a voltron commander is that he is the win condition.

Your deck want's to be too many things (a voltron deck, an enchantress deck, a control-combo deck), but at the end of the day is none. Try to focus on your game plan, you can't just fill a deck with good stuff and expect it to work consistently.

DocktDoorZeus on "Curses..."

5 months ago

I really like the maelstrom cards as they add some flavor and kill factor, but they don't necessarily fit the deck besides being 5 color.

Crystal Chimes seems like an obvious run for the long play. Again, I don't understand why enchantments are so naturally hard to deal with.

Argothian Enchantress and Enchantress's Presence seem like an obvious run if you plan on having green as a final color.

Grim Guardian , Starfield of Nyx and Sphere of Safety seem like good additions depending on the level of aggro you want to run, though don't necessarily go with the "curse" theme.

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