Satyr Enchanter

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Uncommon

Combos Browse all

Satyr Enchanter

Creature — Satyr

Whenever you cast an enchantment spell, draw a card.

Price & Acquistion Set Price Alerts

M19

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Satyr Enchanter Discussion

hkhssweiss on Uril ramp/control

17 hours ago

sriah001

There are actually a couple cards I would replace and swap in. However I am unsure of what exact route you want to take, I see some equipments along with Uril those would be the first thing I would cut as they don't really provide the necessary advantage in what Uril would do. Your goal is to Blackjack each player and those don't help.

The only artifacts I would consider running would be utility and efficient mana rocks. Unless you run in a meta with a lot of artifact hate or mass artifact hate, than I would consider running more land ramp. Since Uril is at the 5 cmc curve you are limited in what you can do if you want to get him out by T3, the first thing is building CA and by doing that I would recommend running at least 6-7 Enchantresses, luckily they aren't too expensive anymore with all the reprints.

I play an Bant Enchantress style deck as well and currently it has a record of being too powerful, for Naya you have access to haste as well as Uril being hexproof and self buffing ability. Any combination of double strike and +6/+6 on Uril makes him one shot potential. So with that being said here would be some cuts I would recommend.

Cuts:

  • Awakening Zone
  • Pariah
  • Pattern of Rebirth
  • Prison Term
  • Soul Snare
  • Deadly Recluse
  • Elvish Archdruid
  • Yavimaya Elder
  • Mind's Eye
  • Darksteel Ingot
  • Mirari
  • Skullclamp
  • Sword of Body and Mind
  • Sword of Feast and Famine
  • Sylvan Scrying
  • Soul's Majesty
  • Praetor's Counsel
  • Journey of Discovery
  • Final Judgment
  • Evangelize
  • Constant Mists
  • Ghostway
  • Moment's Peace

The ones I mentioned above either doesn't have much synergy with the deck, is too slow, or there is a better alternative that you can swap it out for. In addition I am also a bit wary of running Mana Reflection as well as Academy Rector in this deck. There are no guaranteed way of killing Academy Rector as an off switch and even then your just getting an enchantment that doesn't guarantee you a win, so I would also consider cutting Rector. Mana Reflection is great, but most time your tapping out to get it online, I'm not too sure how the skill level is in your meta but this usually gets pop right away and you waste one whole turn, so it's up to you to keep or not.

Here are some additional cards that can be useful, I'm not too sure of your budget but I'll list some of them and you can let me know if you want to know the reason behind each card :P

Yeah there are plenty of cards to consider, but let me know if you have any questions!

multimedia on Enbantment

4 days ago

Hey, consider more Enchantresses and more lower mana cost enchantments? The avg. CMC of the deck is 4.2 that's pretty high when you want to be playing a lot of enchantments each turn to take advantage of Tuvasa's pump and draw from Enchantresses.

Budget cards to consider adding:

Budget lands that can ETB untapped or interact well with lots of Basic lands:

Cards to consider cutting:

  • Spawning Grounds
  • Omniscience
  • Mind's Dilation
  • Silent Sentinel
  • Zendikar Resurgent
  • Bruna, Light of Alabaster
  • Epic Proportions
  • Heavenly Blademaster
  • Krond the Dawn-Clad
  • Phyrexian Rebirth
  • Celestial Archon
  • Elderwood Scion
  • Kruphix, God of Horizons
  • Octopus Umbra
  • Patient Rebuilding
  • Spectra Ward
  • Arixmethes, Slumbering Isle
  • Clone
  • Kumena's Awakening
  • Reclamation
  • Blossoming Sands
  • Meandering River
  • Thornwood Falls
  • Tranquil Cove
  • Tranquil Expanse
  • Woodland Stream
  • Temple of Enlightenment

Good luck with your deck.


multimedia on Enchanted battlefield

1 week ago

Hey, good start. I don't think you want to play Estrid like a blue deck. In fact, blue can have the least amount cards of the three colors, just a splash. I would play Estrid like a green and white deck; in simplified terms Green for ramp and white for enchantments. Consider more enchantresses? Consider more cards, two drops, to take more advantage of untapping lands? And consider including more enchant land Auras that ramp since they're kind of a reason to play Estrid?

Estrid and Veil is a combo, but you need another card for the combo to be a win condition. Blind Obedience is budget and with both Estrid and Veil lets you infinity cast Estrid from the Command Zone while also making all your opponent's lose 1 life each time Estrid is cast. A winning combo is Estrid, Veil, Forge, Obedience with the enchant land Auras.

Cards to consider adding:

Lands to consider adding:


Cards to consider cutting:

  • Acidic Slime
  • Baird, Steward of Argive
  • Managorger Hydra
  • Phyrexian Rebirth
  • Telepathy
  • Spawning Grounds
  • Snake Umbra
  • Bear Umbra
  • Ever-Watching Threshold
  • Seal of Cleansing
  • Overwhelming Splendor
  • Hieromancer's Cage
  • Ixalan's Binding
  • Dictate of Kruphix
  • Ashes of the Abhorrent
  • Seal Away
  • Rapid Hybridization
  • Grasslands
  • Thornwood Falls
  • Tranquil Cove
  • Blossoming Sands
  • Terramorphic Expanse

Good luck with your deck.


hkhssweiss on Uril ramp/control

1 week ago

sriah001 Hmm I know you said that a few goals of yours are to control the board through Wraths, but what about just making Uril a huge enough threat where that doesn't matter.

Some card draws I can think right off the bat for Uril are Sylvan Library, Sensei's Divining Top, Commune with Lava, Hunter's Insight, Sage's Reverie, Sixth Sense, and Keen Sense.

If your going for more of an enchantress type build there are other card drawing options in terms of Enchantress's Presence, Sram, Senior Edificer, Satyr Enchanter, Mesa Enchantress, Kor Spiritdancer, Argothian Enchantress.

Some general cards I would recommend for Uril as well would be: Rancor, Shielded by Faith, Messenger's Speed, Ethereal Armor, Hyena Umbra, and Spirit Mantle.

Hope that helps!

eliakimras on Krond Lock-Down

2 weeks ago

Krond may be tough to cast at . I believe Command Tower, Bountiful Promenade, Scattered Groves, Canopy Vista, Fortified Village, Sungrass Prairie and Brushland might replace Evolving Wilds, Terramorphic Expanse and some basics for more mana consistency. // A turn 2 Nature's Lore (can grab a nonbasic Forest), Fertile Ground or Selesnya Signet lead you to a turn 3 Skyshroud Claim, Hunting Wilds, Ranger's Path (nonbasic forest synergy) or Circuitous Route (guildgate synergy) so you can cast your commander on turn 4. Similarly, a turn 1 Wild Growth, Birds of Paradise, Llanowar Elves or Elvish Mystic into a turn 2 Overgrowth can bring Krond on turn 3! // Since you are going heavy on enchantments, Satyr Enchanter, Verduran Enchantress and Enchantress's Presence give great card advantage. // Rogue's Passage is good for alpha strikes.

eliakimras on Krond Lock-Down

2 weeks ago

Krond may be tough to cast at . I believe Command Tower, Bountiful Promenade, Scattered Groves, Canopy Vista, Fortified Village, Sungrass Prairie and Brushland might replace Evolving Wilds, Terramorphic Expanse and some basics for more mana consistency. // A turn 2 Nature's Lore (can grab a nonbasic Forest), Fertile Ground or Selesnya Signet lead you to a turn 3 Skyshroud Claim, Hunting Wilds, Ranger's Path (nonbasic forest synergy) or Circuitous Route (guildgate synergy) so you can cast your commander on turn 4. Similarly, a turn 1 Wild Growth, Birds of Paradise, Llanowar Elves or Elvish Mystic into a turn 2 Overgrowth can bring Krond on turn 3! // Since you are going heavy on enchantments, Satyr Enchanter, Verduran Enchantress and Enchantress's Presence give great card advantage. // Rogue's Passage is good for alpha strikes.

eliakimras on Estrid, the Masked

2 weeks ago

Also: Mesa Enchantress, Satyr Enchanter and Verduran Enchantress make the deck really smoother. If you have one of them onto the battlefield, you can keep your hand full while playing enchantments.

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