Maybeboard


This is my claim on Tuvasa the Sunlit Enchantress deck. The intent of this deck is to be a prison type control deck with a voltron package as win condition.

Step 1: Control and ramp in an echanting fashion

Since Tuvasa the Sunlit becomes stronger with each enchantment on our side of the field and we run all enchantress effects (= draw for each enchantment played) there are, our plan should be to replace as many staple effects with enchantments. The easiest way to do so is to replace parts of the usual green ramp with enchantments like Utopia Sprawl , Exploration and Fertile Ground .

Since we also want to be a control deck, there should be a lot of disrupting enchantments included in the list. Song of the Dryads , Seal of Cleansing , Cast Out , Darksteel Mutation - the list goes on and on. All of them increase our commander's body and draw us cards when we have enchantresses out.

Step 2: Prison effects

I really enjoy playing prison strategies. It gives you room to think, take a turn off (or two) and establish your gameplan as you like it. "Prison decks", however, is a concept that goes beyond the name giving Ghostly Prison effects and the reason behind it is simple: When I start deterring my opponent from attacking me, why stop there? Why don't I also deter him from interacting with their graveyard ( Ground Seal ), playing artifacts and enchantments ( Aura of Silence ) or controling our board ( Karmic Justice , Privileged Position )?

Since we're very creature light Ghostly Prison , Propaganda and Sphere of Safety are essential to not get run over by our opponents. The rest of the prison effects are there to - of course increase the enchantment count - but they also complement the control shell, in that we have less stuff we need to handle if it can't even effect us.

Step 3: Set up Tuvasa

So playing control doesn't win you games on its own and most of control decks run combos to close out games. I'm not a huge fan of that type of playstyle, because combos in EDH as a 99 card singleton format aren't really reliant. Also me and my opponents wouldn't have a good time if we're not on the same page. It's uninteractive, most of time unintuitive and most importantly always the same. (sorry for the rant)

So if we're not comboing, our control shell still needs a win condition and Tuvasa the Sunlit is an excellent one, since she gets buffed by our "enchanting" board presence and we always have access to her in the command zone. However, a 21/21 vanilla commander - while being capable of doing so - doesn't win you games that often. So the last piece of the puzzle is to include some voltron spells, either with auras like Armadillo Cloak or Octopus Umbra as well as with echantments that don't have to be attatched to Tuvasa like Duelist's Heritage or Finest Hour .

Since I already covered a lot of card choices above and a lot of cards are just staples either in EDH in general or in echantment decks I will only give a brief explanation of the cards I think could be unusual or controversal to run. Also many cards are just explained by my custom categories.

Blind Obedience : It disrupts so many strategies and give you a window to handle hasty creatures. Also people can't respond to Tuvasa being a lethal threat by playing chump blockers.

Cast Out and Stasis Snare : I run them over the iconic Oblivion Ring just because of their ability to play them on opponent's turns, which not only grants additional Tuvasa triggers it also is essential for a good control deck to respond to stuff at instant speed.

Duelist's Heritage : I used to run Battle Mastery which has its purpose in granting double strike even when blocking. However, without vigilance we won't have the chance to block with Tuvasa all that often anyways. It is also not destroyed when Tuvasa gets removed and still serves a purpose as a political card when Tuvasa is not on the field.

Finest Hour : A card choice inspired by Rafiq of the Many and a possible wincon with a stron tuvasa out. It gives her 2 exalted triggers, as well as semi-vigilance and semi-double strike. If set up properly it's a way to kill two opponents in one turn or get the last push through on a single opponent, which can both be very important.

Flickerform : Is a very versatile card which protects Tuvasa and all auras attatched to her from single target removal, mass removal, Grave Pact / Dictate of Erebos and most importantly Cyclonic Rift .

Ground Seal : Seems like a neiche card only doing work against a handful of commanders. But almost every deck has some way to interact with their graveyard. It shuts down a wide variety of staples like Eternal Witness , Sun Titan , Karmic Guide , Animate Dead , Spelltwine and many, many more. And even if it really does nothing it still replaces itself.

Heliod, God of the Sun : Vigilance is very, very important if you only have one creature to manage all the combat for you. Also he provides a mana sink if we have mana to spare and the tokens make Tuvasa stronger and provide additional blockers.

Rogue's Passage : I think a must include in any deck that is able to win with commander damage. Sometimes flying and trample are just not enough and you'll be happy to have the Passage.

Sigarda, Host of Herons : Serves two purposes: 1) she protects my board from Grave Pact and Dictate of Erebos style effects which is crucial in a voltron strategy. 2) Her having hexproof makes her an excellent alternate target for auras.

Winds of Rath : A great mass removal to leave Tuvasa unharmed if she's enchanted. For the reason I think it's better than Wrath of God in this deck.

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Revision 24 See all

(2 years ago)

+1 All That Glitters main
-1 Calix, Destiny's Hand main
-1 Dance of the Manse main
+1 Dovin's Veto main
-1 Flickerform main
-1 Ground Seal main
+1 Nyxbloom Ancient main
-1 Octopus Umbra main
-1 Plains main
+1 Sanctum Weaver main
+1 Sphere of Safety main
-1 Sylvan Library main
+1 Teferi's Ageless Insight main
+1 Windswept Heath main
Date added 5 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

48 - 0 Rares

22 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 2.88
Tokens Angel 4/4 W
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