Starfield of Nyx

Enchantment

At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield.

As long as you control five or more enchantments, each other non-Aura enchant you control is a creature in addition to its other types and has base power and toughness each equal to its converted mana cost.

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Starfield of Nyx Discussion

zenozia on Mono white prison

1 week ago

Hi like your list

enchantement: Sphere of Safety is the best enchantement of the deck as you will propably have 4-5 enchantement in play Suppression Field is also a good stax piece, Greater Auramancy is simply awesome but it's not cheap :(

land: try to aim for 22-24 land and add Nykthos, Shrine to Nyx if again you can put the money

wincon: the best option in my opinion is Sigil of the Empty Throne and Starfield of Nyx they each have their win and con and you should probably playtest to choose as the 2 are really good card

sideboard: Karma black matchup are now pretty easy with this card Holy Day help against hyper agro matchup Rule of Law completely shut down combo deck Rest in Peace if you have the money it's propably the card to add because graveyard is 1 of your deck biggest worries

cdkime on Karona Pillowfort-Enchantress

1 week 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.

FancyTuesday on Need help cutting deck

3 weeks ago

Here's a list of cards that seem underwhelming or out of place.

Azor's Elocutors: Flavor's great and all, but this is a 5 drop that doesn't affect the board. You then need 6 turns after it drops to win the game

Sphinx of Magosi: Below average beater, below average draw engine, combined it's just ok

Sigil of the Empty Throne: Another 5 drop that does nothing on its own. Completely dependent on casting enchantments, of which you don't have a huge number that's only gonna get smaller as you make cuts

Soul Barrier: 2 damage is a really minor price to pay in EDH

Starfield of Nyx: Another slow 5 drop enchantment. To get value out of it takes turns, and the potential targets aren't exactly massive bombs

Sphere of Safety: Unless a third of your deck is enchantments odds are this is just Propaganda that costs more to cast

Azor's Gateway  Flip: I kinda dig the looting in a 2 drop. If you were to keep any of these cards this would be the one I like the most. But it takes 5 turns to go off, and it's liable to get popped if you start pitching useful cards toward flipping it

Spellbook: Without metalcraft, storm, or any other effects to play off of its 0 drop nature it's just a really underwhelming card for the slot

Venser's Journal: 5 drop that doesn't affect the board or offer any sort of card advantage

Approach of the Second Sun: 7 mana to gain 7 life. Then a turn to untap, draw into it (assuming commander is out and you have the mana or other effects to dig that deep), and another turn to untap and play it again. As far as win cons this isn't the worst there is, but I can't help but feel there are better options in the 7 drop range

Beacon of Tomorrows: This is a card for a deck that's leaning heavily into extra turns and cheating spell costs, neither of which your deck really does

Alhammarret, High Arbiter: Really underwhelming ETB for a 7 drop, especially in multiplayer when you have 3 opponents worth of threats and you can only name 1 card

Of course none of these cards are truly bad, easy cuts, otherwise they wouldn't be in your decklist in the first place. Cuts like this are hard, and odds are you probably really like some or all of these cards. This is my take on some of 'em, and if you wanna keep them just look at the rest of the deck and ask "if not this card, then what?"

Geralf_Cecani on What enchantment recursion is there ...

3 weeks ago

enpc unfortunately Sun Titan doesn't hit the enchantments that I want to pull, and Starfield of Nyx doesn't work for the same reason that I want it: I can't pull enchantments out of the bin with Dread Return.

enpc on What enchantment recursion is there ...

3 weeks ago

Depending on what cmc you're talking about, Sun Titan acts as enchantment recursion. I'm presuming you're running Starfield of Nyx.

FelixMortem on Zur-tifiably Enchanted

1 month ago

If you're using Greater Auramancy and Diplomatic Immunity consider getting a Starfield of Nyx, that way you can give Greater Auramancy shroud

Neotrup on How do Siege cards work ...

1 month ago

The ability to choose Khans or Dragons is a replacement effect modifying how the enchantment enters the battlefield. Even if it is an artifact (via Mycosynth Lattice) or a creature (via Starfield of Nyx) you will not be able to make a second choice. If the Siege is an artifact or creature and has an ability that triggers from an itself entering the battlefield (such as Frontier Siege with Starfield of Nyx and Levitation and 2 other enchantments) it will trigger itself twice as long as you choose the relevant side with Panharmonicon out.

soulwarden11 on Lyra enchantress?

1 month 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.

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