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Creature — Human Druid
Whenever you cast an enchantment spell, you may draw a card.
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Verduran Enchantress Discussion
3 weeks ago
The Five normal Enchantresses are as follows:
The others are below:
You run the good ones, but here is what I suggest:
Wild Growth - It adds a great piece of turn one ramp
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.
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.
Solitary Confinement - Best protection, and with enchantresses you can easily keep it up indefinitely.
Stony Silence - Artifact Hate to the Max
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:
1 month 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.
JuQ on Jenara Mk. 2
1 month ago
Hardened Scales feels like an auto include in a Jenara deck, specially if its a enchant deck.
Verduran Enchantress is sad because she wasn't invited to the party.
Having two cards to sacrifice enchantments you could use Ordeal of Thassa and Ordeal of Nylea to trigger them as soon as they get to the battlefield. Or placed in Jenara they can also be triggered on the same turn you casted them if she had two counters on her already.
1 month 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.
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
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.
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.
2 months ago
I've updated the deck
2 months ago
I understand the enchantment flavor for Chromanticore and that it's decent by itself, but would rather see Ramos, Dragon Engine or something else that functions better (although Ramos can be aggro).
You totally have a theme going and I dig it, just tossing some thoughts out there.
3 months ago
Hey, Enchantress deck with no Enchantresses ;)? This is Atraxa enchantment Voltron not Enchantress.
The Enchantress strategy is based on drawing cards by playing enchantments. This is a fine strategy with Atraxa because as a Voltron Commander playing enchantments is not only making her very scary, but also drawing you cards. Voltron means loading her up with enchantments.
These are the Enchantresses:
25x total lands is not enough land, this is Standard territory for lands not Commander. I suggest adding more land, 36-38x total lands is good number depending on the mana curve, how many high CMC cards you play as well as the amount of mana rocks and land ramp/mana dorks you play.
A good number to start for each of these is 8x mana rocks and 4-5x in combination of dorks or land ramp spells:
- Sol Ring
- Fellwar Stone
- Simic Signet
- Selesnya Signet
- Golgari Signet
- Azorius Signet
- Astral Cornucopia
- Everflowing Chalice
Cornucopia and Chalice use counters making them good rocks with Atraxa's proliferate ability.
Mana Dorks and Land Ramp Spells
Some enchantments that can protect Atraxa or Enchantresses:
Enchantments to protect other enchantments:
Enchantments to make Atraxa huge:
Cards that have synergy with enchantments:
If you would like further help I'm happy to help,
Good luck with your deck.
3 months ago
I play Karona as a commander (Pinball Wizard - Karona, False God EDH), and the first question I have to ask is why did you pick her? She has plenty of strengthsaccess to five colours, the ability to deal commander damage multiple times per roundbut her drawbacks are substantial. Personally, I play her because I love cards that are both great and terrible at the same time, and she certainly fits that bill. For a curse-based pillowfort deck, I would probably recommend Child of Alara as the commander. It is a bit more defensive, allowing you to set up your curses while players avoid attacking you with big creatures, and also is dangerous to block, lest it explode. That said, I understand if you want to keep Karona, and my below suggestions will be in that light.
The description in my own deck list explains why I picked many of the cards I did, which you might find helpful. My deck uses a heavy enchantress theme to Voltron a powerful Karona, capable of dealing lethal commander damage to multiple players before she returns to my side. It is quite fun, though a tad different than what youve posted here. I will post some of the more useful suggestions below.
Cut Vow of Malice and of Duty. They add nothing substantial to Karona, and there are better boosting auras.
I did not find Greater Auramancy to work well with Karona. Yes, it protects your enchantments. Yes, it protects Karona, as long as she is enchanted. That said, Karona works best when you pile a bunch of enchantments on her, and swing for absurd damage--Greater Auramancy got in the way of this.
Removal is powerful in any deck, and there are some wonderful enchantment based removal spells. Darksteel Mutation, Song of the Dryads, and Imprisoned in the Moon render enemy commanders useless, without bouncing them to the command zone. Oblivion Ring and its kin are also powerful cards to have.
I am incredibly concerned about your mana base. I run 38 lands with Karona--a number I fiddled around with fairly extensively. Granted, I run fewer artifact ramp cards (in favour of enchantment ramp), but 27 still seems far too few. Your lands are also fairly slow, but that's a budget issue, so I will not address it.
Cards that interact with enchantments would be a good addition. I run Argothian Enchantress, Eidolon of Blossoms, Herald of the Pantheon, Mesa Enchantress, Verduran Enchantress, and Sigil of the Empty Throne. Each works wonderfully alongside the many low-cost enchantments in my deck--Sigil of the Empty Throne in particular provides a powerful alternate win condition.
Armadillo Cloak is a nifty little card which is akin to lifelink, but will gain you (rather than your opponents) life anytime Karona attacks. It even adds trample! Hooray!
Vorinclex, Voice of Hunger is one of the best cards ever printed. He can help you quickly ramp into Karona and any accompanying auras or enchantments you wish to toss.
Sovereigns of Lost Alara gives Karona a +1/+1 boost when you have her attack, and also cheats out new auras to enchant her with. Wonderful card.
Defense of the Heart is a great card, particularly if one of the creatures you cheat out is Vorinclex.