This is an upgrade of my old Karametra Enchantress deck, which in turn was based on the Karametra, God of Harvests enchantress deck seen on Game Nights #5. You can see the link here.

Like most Pillow fort/Enchantress deck our deck will be very good at not losing. Notice I didn't say we're not good at winning. We're trying to make ourselves difficult enough to attack that our opponents will ignore us and attack our other opponents. The longer the game goes the better the chances of our victory will become. Once we reach a critical mass of enchantments it'll be very difficult for our opponents to overcome our card advantage. Speaking of which, with the amount of ramp and card draw we have it's not impossible for us to win out of nowhere.

The bread and butter of the deck. The card advantage these can produce can help you win the game out of nowhere.

  • because of the wording of these cards have changed over time, and is sometimes a little confusing, I'm noting when we draw an if it's mandatory or not.

Argothian Enchantress - We draw off the casting the enchantment, and it is mandatory

Enchantress's Presence - We draw off the casting the enchantment and it is mandatory

Mesa Enchantress - We draw off the casting the enchantment and it is optional

Satyr Enchanter - We draw off the casting the enchantment, and it is mandatory

Verduran Enchantress - We draw off the casting the enchantment and it is optional

Eidolon of Blossoms - We draw off it coming into play and whenever and enchantment enters the battlefield and it is mandatory

Sylvan Library - The original Mirri's Guile. This is a very skill intense card and requires some experience to play well. Don't be afraid to pay some life and dig a little deeper. The more enchantresses we have out the less inclined we should be paying life to draw cards.

Rhystic Study - Auto-include and a staple for just about all decks with blue in them. Never take it out. And get used to saying "Did you pay one for that?"

Academy Rector - Our lady is on the Reserve List and keeps creeping up in price it can do a reasonable impression of a Moat because as soon as she drop all of a sudden our opponents don't want to attack us on the ground. Our deck doesn't have any haymakers, like Omniscience or Humility so when she dies we'll most likely going for combo pieces, Sphere of Safety or a copy effect, either Copy Enchantment or Estrid's Invocation depending on the board state. If you can't find this amazing card Lost Auramancers is the best budget replacement.

Herald of the Pantheon - The main purpose is to reduce the cost of our enchantments and extend our plays. The secondary ability of life is nice and can be relevant. Starfield Mystic is a decent substitute, or addition. It was in our deck but space was needed.

Spark Double - What's better than one Estrid, the Masked - two Estrid, the Masked! One small bonus with the copy, due to the the bonus loyalty it can be ticked up twice, use the ultimate ability and still have one loyalty left (instead of the original Estrid, the Masked which will go back to our Command zone). Spark Double can also double as one of our other Planeswalkers but our commander is the star of the show.

Except for Sol Ring, we don't run mana rocks. The draws from our Enchantresses are just too valuable. With the a few exceptions, Abundant Growth, On Thin Ice & Chronic Flooding, we're looking to play auras which add mana when the land is tapped. Unlike auras like Gift of Paradise or New Horizons where we'd be locked down to producing a set amount of mana. Now imagine we're in a situation where we can only Gift of Paradise or New Horizons on the same land, we're stuck producing two mana. Now imagine the same situation and we attach Wild Growth and Fertile Ground on the same land. Now we're producing three mana.

Abundant Growth - Low cost mana fixing aura and even without an Enchantress in play it will replace itself. If for some reason you can't find an Abundant Growth Unbridled Growth, Nylea's Presence or even Urban Utopia are acceptable replacements.

Dawn's Reflection & Market Festival - Functionally the same cards. These are our huge mana producers and most importantly they produce mana in any combination of colours.

Fertile Ground - Costs two mana and adds an extra mana of any colour. Auto-include!

Overgrowth - Wild Growth's bigger brother. Try to choose a basic Plains so we can use Earthcraft & Sacred Mesa to produce infinite 1/1 flying horses and infinite green mana.

Utopia Sprawl - Enchanted land adds a blue, white or even a green when it becomes tapped, we're locked into this choice when Utopia Sprawl comes into play so think ahead. Also remember it has to enchant a Forest not necessarily a basic Forest. Utopia Sprawl can enchant: Savannah, Tropical Island, Breeding Pool, Temple Garden or Canopy Vista.

Verdant Haven - The life gain is nice and we're able to produce a mana of any colour. In reality it works just like Gift of Paradise but with the option of adding more auras on that land at a later time.

Wild Growth - The original and classic aura mana acceleration. Auto-include!

Remember not to be stingy with removal. We're playing at sorcery speed for the most part, Cyclonic Rift being the BIG exception. If there's something that is an issue that needs to be dealt with it because we likely won't get a better opportunity.

With two of these enchantments,Imprisoned in the Moon & Song of the Dryads, we can remove a Commander/General but it's still on the field so it can't be put back into the command zone. On Thin Ice does remove a creature from the game...but it's also and synergizes with Estrid, the Masked. It could be better off as Darksteel Mutation, it comes down to personal preference. If you're in a pinch Lignify also works. Just remember the indestructible Darksteel Mutation gives isn't a's a feature.

Grasp of Fate - Taking away one thing from each opponent is doubly satisfying. We're taking away each opponents biggest threat AND our opponents are gun shy about destroying this enchantment and letting the other players get their cards back.

Imprisoned in the Moon - One of the great things about Commander/EDH is building a strategy around a single card in a 100 card deck and the death of our Commander/General doesn't mean that strategy isn't dead in the water. With Imprisoned in the Moon we're removing a creature's abilities and the body AND keeping it in play. In some decks, if not most, getting rid of a commander puts the brakes on the deck. They also don't have the option of putting the card back in the Command Zone. Imprisoned in the Moon also gets rid of other problem creatures and Planeswalkers and bleaches the text off problem lands. Enchantment removal is a little light in Commander so the card may just be stuck. If Imprisoned in the Moon is targeted for removal we can Strip Mine or Wasteland our opponent's Nicol Bolas, God-Pharaoh.

On Thin Ice - This card is one of the reasons we're running so many basic lands (Land Tax and Back to Basics are the others). One and remove a blocker is great in most decks. Also, being one cheaper than Darksteel Mutation can be relevant. If you believe Darksteel Mutation would fit better than On Thin Ice that's fine. There are pros and cons both ways and came down on On Thin Ice.

Song of the Dryads - What was said about Imprisoned in the Moon also plays here. Just expand the list of targetable permanents to...anything.

Aura of Silence - Is a two-for-one card, as it taxes JUST our opponents, and can be sacrificed to remove a problem artifact or enchantment. We also have the ability to recur it with the help of our Commander, Replenish or Hall of Heliod's Generosity. This is a card that's been printed several times but if you can find it Seal of Cleansing or Seal of Primordium are decent substitutes.

Authority of the Consuls - We're trying to lock-off our opponents where we can. This card turns off any haste shenanigans and also helps to pad our life. This can also check any opponents who believes creating infinite creature tokens is a good idea. This was a Blind Obedience. There are reasonable arguments to play both and this is just a personal preference.

Back to Basics - We play more basics largely because of this card. A well time Back to Basics will keep most greedy mana bases tapped down while we continue to play mostly unhindered. For this reason prioritize putting land auras on basic lands.

Ghostly Prison & Propaganda - The classic pillow fort pillars, make things just inconvenient enough not to attack us and send quite a few attackers our opponent's way. Just remember these enchantments won't protect our Planeswalkers.

Rising Waters - The "fair" version of Winter Orb. With Estrid, the Masked and our other planeswalker's ability to untap lands, preferably ones with auras, Rising Waters helps lock out our opponents without interrupting our play too much.

Smothering Tithe - Another way to tax our opponents and hard. Don't underestimate the ability to generate extra bits of mana every turn, especially in the early game. Our opponents can also help us out with all the wheel effects. It may also give them second thoughts on casting Windfall or Winds of Change and anything that makes our opponents second guess themselves is a good thing.

Sphere of Safety - As soon as we can cast this we want it in play and should be our priority when seaching. This is the best way to protect our Commander and other Planeswalkers from being attacked. Remember, Ghostly Prison & Propaganda doesn't prevent Planeswalkers from being attacked. If Sphere of Safety ever becomes copied attacking becomes almost impossible.

Stasis - How to lose friends and alienate tables. This card can lock down boards and because of our Commander's first ability we can keep untapping an enchanted blue source and keep the pain going. We need to play our Stasis when our opponents are mostly tapped out for maximum effect.

Stony Silence - This only effects our Sol Ring & The Chain Veil and shuts down mana rocks, equipment, artifact lands and activated abilities.

Burgeoning - Works in a similar manner to Exploration except we get an extra land drop every time one of our opponents play a land. When we draw up on a middle to big turn keep a few lands, instead of discarding them, to play out and push us ahead on our next turn. Burgeoning is at its best when it's in our opening hand along with a lot of lands or when Life from the Loam is going.

Copy Enchantment - Allows us to make a copy of one of our key enchantments or to make a copy of something interesting our opponents have played.

Estrid's Invocation - Again, allows us to double up on any of our, removal, protection, card advantage and mana acceleration. Unlike Copy Enchantment we only get to pick from our enchantments, but makes up for this with an extra layer of flexibility with it's ability to blink in-and-out during our upkeep and choose something new. It also combos well with Eidolon of Blossoms and Setessan Champion as they both trigger when an enchantment comes into play. So blinking it during our upkeep, even if it's to copy the same enchantment, with one or both of these out will net us more cards.

Exploration - Whether it's early in the game or picked up while we're casting a bunch of enchantments in one turn Exploration is always a welcome sight. Early in the game it helps to accelerate us and later it helps us extend our plays and stops us from sending more lands to the graveyard. Much like Burgeoning it work well in combination with Life from the Loam

Land Tax - Helps pull out the land from our deck so we're more likely to get cards with text. It'll also give us lands which can be used with Back to Basics in play and allow us to cast On Thin Ice. Finally, we can only combo with Earthcraft with basic lands. It also balances out the bad luck of a bad mulligan.

Mirrormade - Same basics said about Copy Enchantment & Estrid's Invocation applies here. The more copies the better. With the extra added bonus of copying anyone's artifacts. To be fair, we'll likely be copying our opponent's artifacts more than our own. This could completely replace Copy Enchantment if there's too much redundancy.

Oath of Teferi - Another piece to help us close out the game. Allowing us to untap lands multiple times with Garruk Wildspeaker, Estrid, the Masked & Teferi, Temporal Archmage. It's also quicker to set off our Commander's ultimate, and potentially sticking around. Like with Estrid's Invocation it combos well with Eidolon of Blossoms if we flicker out one of our enchantments we can get an extra card at the end of turn.

We're focusing more on the Tax part of Stax and slow our opponents down to a crawl. We won't be working at 100% either but we should be able to function at a higher level than them. Because we're adding more of these, and Smothering Tithe, to our deck Energy Flux has become a liability rather than a strength so it had to go, though it may return after more actual gameplay.

Winter Orb - With Estrid, the Masked and our other Planeswalker's ability to untap lands, preferably ones with auras, Winter Orb helps lock out our opponents without interrupting our play too much.

Static Orb - Functions a little like Stasis in our deck. And like Stasis we want to pick a moment when our opponents are mostly tapped out and use our Commander, Garruk Wildspeaker and Teferi, Temporal Archmage to untap our permanents.

Sol Ring we I really need to explain why a Commander/EDH deck needs a Sol Ring?

This is a little more anecdotal but there could be another reason to run non-artifact mana acceleration. I've noticed on TappedOut and my playgroup is people have a tendency to shave lands for mana rocks. Since we aren't in theory we'll mulligan less and regularly have virtual card advantage at the beginning of the game...all things being equal.

Our primary game plane for Estrid, the Masked is to untap our lands which have been enchanted so our planeswalkers essentially function as back-up commanders.

Garruk Wildspeaker - The greatest hunter in the multiverse functions both offensively, untapping our lands and playing more cards, and defensively, creating a 3/3 beast token to protect our Planeswalkers and our life. The ultimate isn't irrelevant but it's not factor most of the time, usually to punch through with our Sigil of the Empty Throne 's 4/4 angel tokens.

Tamiyo, Collector of Tales - The static ability is a solid bonus. The no discard is nice in the face of wheels. The no sacrifice is also nice but doesn't come up quite as much. The -3 is nice to recover something in the graveyard. The +1 isn't there to search for something (though we should be naming something we ACTUALLY need) it's to help fill our graveyard and make bigger ultimates for our Commander. Use with discretion.

Teferi, Temporal Archmage - Like with our Commander and Garruk Wildspeaker Teferi, Temporal Archmage is primarily here to untap our lands, up to four, with with his down tick. Sometimes we just need another card and we'll +1 or use up tick in combination with Enlightened Tutor, Hall of Heliod's Generosity and the sacrifice ability of Sterling Grove. His ultimate may as well not be there as it doesn't really advance our strategy.

Snow-Covered Forest x6

Snow-Covered Island x3

Snow-Covered Plains x3

Bountiful Promenade & Sea of Clouds - These have pushed out our Buddy Lands (Glacial Fortress, Sunpetal Grove & Hinterland Harbor) from our deck. There are rare occasions early on where these lands will be coming into play tapped, but early on we'll always have multiple opponents and more often than not we win in one big push so we'll also have opponents in the late game. Hopefully, the next Battlebond-style product with have a u/g version of this land.

Command Tower - We're playing a Commander Deck with more than one colour. It's efficient, it's effective, it's available, moving on.

Flooded Strand, Marsh Flats, Polluted Delta, Verdant Catacombs & Windswept Heath - Our fetchlands. They'll smooth out our mana as well as thin our deck. We shouldn't be afraid to go for a basic land from time time when the need arises.

Savannah, Tropical Island & Tundra - Our dual lands. These are the best non-basics money can buy. For this reason they're just not in everyone's budget in which case just add more basics.

Breeding Pool, Hallowed Fountain & Temple Garden - Shock lands. The best substitutes for dual lands, and much more affordable.

Canopy Vista & Prairie Stream - Tango lands in most decks will come into play tapped.For us it isn't unreasonable that they don't.

Hall of Heliod's Generosity - A nice little piece of recursion courtesy of M20. An excellent way to bring back key enchantments that have been destroyed. If there's a bit of a mana glut this can also be used in response to an Enchantress trigger to control the draw.

Lotus Field - With the addition of Life from the Loam to our deck and the single word 'hexproof' on this card Lotus Field has the potential to add a lot of mana with the addition of an aura and our Commander.

Sanctum of Eternity - Commander 19 potential infinite mana combo card combined with our numerous card draw engines BRING IT ON. It may be blasphemous to say but our deck draws enough cards that we could cut our Horizon Canopy. To make infinite mana goes like this. When Sanctum of Eternity come out we can down tick our commander and put a mask on it. Then we'll need enough enchanted lands which produce for this land to replay our commander and at least one coloured mana. Rinse, repeat, for all the mana wanted. Playing this card as intended is also useful. We can also pick her up when she's low on loyalty. Maybe she's going to get run over by creatures or destroyed in the next turn cycle and recasting her the following turn is better than paying the Commander Tax. Or we can net more mana by recasting her again. Just remember this can only happen at sorcery speed and we're golden.

Serra's Sanctum - Speaking of adding a lot of mana with an aura and our Commander, this is one of the few non-basic lands that should be prioritized for an aura (either from our deck or from Estrid, the Masked's -2 ability). Not as famous as Tolarian Academy or as highly sought after as Gaea's Cradle make no mistake Serra's Sanctum can make an unbelievable amount of mana for us.

Strip Mine & Wasteland - Sadly, these are necessary to deal with problem lands like Cabal Coffers or Gaea's Cradle. If cost is an issue there are many options. Tectonic Edge is probably the next best option. And for the love of that's holy don't play Field of Ruin! EACH PLAYER gets to search for a basic land.

Cyclonic Rift - Almost as prevalent as as Sol Ring in Commander. If you have one and your deck has blue mana there's really no reason not to play one in your deck. If you can't find one or can't afford one Evacuation is the next best thing.

Eladamri's Call - Solid creature search. We usually want to grab an Enchantress (Argothian Enchantress is the best choice as she's the only one, to date, who protects herself. Even though this costs the ability to cast it at instant speed AND put our choice right into hand is a huge effect. This could be a Worldly Tutor though it doesn't quite work as well as Enlightened Tutor draw trigger trick. In that case we have an Enchantress draw effect and whether we need another is situational. Also, we aren't running many utility creatures so we don't need as many creature searches.

Enlightened Tutor - The easiest way to get a Stax piece or that missing part of a combo. There really is no reason not to play this card. Protip, in response to an Enchantress draw trigger you can cast this and choose which ever enchantment you'd like to draw.

Teferi's Protection - Oh, what an addition this has been! The ability to literally phase-out for a turn gives us the opportunity to miss a game winning play and give us one last chance to win, most likely against only one person. Since we play mostly at sorcery speed this will most likely come as a surprise. There's no real substitute for this card.

Nexus of Fate - The price of the card finally came down enough to be affordable. It serves a duel function of giving us an extra turn every now and then. It also combos with our The Chain Veil to stop us from milling out (and with a little planning we may also end up with infinite turns when we do this). It's also not as dead a card when we draw it, like with Kozilek, Butcher of Truth or Ulamog, the Infinite Gyre. It also doesn't shuffle our entire graveyard back into the deck which may not sound like a big improvement except consider when we're just using Estrid, the Masked's ultimate ability on its and we turn over one of the Eldrazi Titans or even a card like Gaea's Blessing we lose all of the value currently in the graveyard and all the effort and resources we may've spent getting her to that point.

Idyllic Tutor - Search for any enchantment needed and place it in to hand. Some give and take compared with Enlightened Tutor but should be played in any enchantment based deck. Its was thankfully re-printed in Theros Beyond Death. So if this has out of your budget you're wait is over. If you still can't get one, or you feel that you need more search, Plea for Guidance is the best option. It may also just be better overall depending on how greedy you are. That being said more mana for one more enchantment might be just too much depending on your meta.

Replenish - Sometimes the game doesn't go our way and we need to pull everything back at once. A slightly riskier strategy with the number of card draws is to discard enchantments after a big turn and pull them back with this, or an Estrid, the Masked ultimate. There was an Open the Vaults in the deck but with the additions of Spark Double and Tamiyo, Collector of Tales it just cost too much and was redundant. Replenish is on the Reserve List and will continue to creep up in value so if price is an issue Open the Vaults is a more than acceptable substitute.

Supreme Verdict - In days gone by we played a Selesnya Enchantress deck and this was a Wrath of God. Now that we have access to blue we've upgraded to an uncounterable board wipe with a small downside of not ignoring regeneration. Wrath of God, or even Planar Collapse, would still be good in our deck, either instead of Supreme Verdict or in addition to it if space can be. However, as regeneration becomes more and more marginalized to indestructible there's a very small risk to this choice.

As mentioned above Enchantment Decks are very good at not losing and sometimes lacks in the closing out games department. These are the ways we'll be winning most of the time.

Sigil of the Empty Throne - Have a big turn and make a bunch in one shot or assemble an army of 4/4 angel tokens over the course of the game. These lovely ladies can quickly close out a game.

Earthcraft + Squirrel Nest or Earthcraft + Sacred Mesa - The combination of Earthcraft & Squirrel Nest is a classic two card infinite combo. I discovered a similar interaction with Sacred Mesa. As long as we can untap a basic land with an aura on it that makes and anything else we can create infinite Pegasai. If the land we're untapping a land with Dawn's Reflection or Market Festival we also generate infinite mana. We could also use Luminarch Ascension over Sacred Mesa, but Sacred Mesa doesn't need any setup. And let's be honest if we're making infinite creatures does it matter if they're 1/1 or 4/4. [Look's over to his opponent playing an Engineered Plague

Approach of the Second Sun - It so unbelievable how quickly we can ramp up to . It's also surprising how quickly our opponents can lose track of where it is in the deck. It's also easy to re-draw it with the amount of card draw we have in the deck.

The Chain Veil Combo Use Estrid, the Masked -1 and put a Mask Aura on The Chain Veil. We can then activate The Chain Veil to untap it and all of our enchanted lands. There are a few options from here. We can Estrid, the Masked to "a lot" of loyalty put all of the enchantments from our deck. At this point there's not really anything our opponents can do to win. We stop milling ourselves with Nexus of Fate. There are other cards that can will this spot: Gaea's Blessing, Ulamog, the Infinite Gyre or Kozilek, Butcher of Truth depending on the budget.

Finally, sadness. With all of our hard and soft lock pieces it would not be unreasonable for our opponents to just scoop to a Stasis or Static Orb with an active Estrid, the Masked or just a Winter Orb.

These cards are in our deck for two, technically three, reasons. To make our Estrid, the Masked ultimates bigger and better and to give us empty library wins with Jace, Wielder of Mysteries & Laboratory Maniac. Needless to say we have to be careful how much we commit to the plan because graveyard elimination is plentiful in healthy playgroups.

Chronic Flooding - We'll be putting Chronic Flooding on one of our lands to send more cards to our graveyard and we'll get another land that untaps with our Commanders +2

Search for Azcanta   - I'm not saying that drawing extra cards is bad but we'll be able to surveil every turn and once it becomes Azcanta, the Sunken Ruin it will become an uncounterable way to draw and another target for Estrid, the Masked's -1. It will also help us find and recast Approach of the Second Sun.

Life from the Loam - Now that we're dumping cards into our graveyard we can take advantage and return lands to our lands and continue to fill the yard. We can play out our extra lands with the help of Burgeoning & Exploration.

Jace, Wielder of Mysteries & Laboratory Maniac

These will add two more alternate wincons. With the number of cards we draw we can certainly make these happen. Removing Sterling Grove may sound like a counter intuitive move, but the ultimate goal is to add as many cards to our graveyard as possible so if a few of our cards go from the battlefield to the graveyard there isn't a huge loss.

Remove Grasp of Fate and add Leyline of Sanctity.

This new aspect of our deck is one big risk vs. reward. The reward is huge but cards like Bojuka Bog just ruin our day. Leyline of Sanctity protects us from this and other targeted effects. Cards like Tormod's Crypt and Relic of Progenitus are checked by our Stony Silence. Unfortunately, there's nothing we can do about Rest in Peace or Leyline of the Void until after the fact.

Life from the Loam is also another option, but for the moment it's not individually powerful inside our normal strategy so it's on a second wave improvements list.

Tamiyo, Collector of Tales is already in our deck and will also help support this strategy.

Useful Combos Which Have Been Removed

I've come to the conclusion that these combos are all just too cute. When I got most of them into play they pretty much sealed the game but there are more efficient means to win. Some of you may find these useful so here are the ones I've found.

Enchanted Evening + Aura Thief - When Aura Thief kicks the bucket we'll steal all of opponent's stuff. High Market & Faith Healer will help.

Enchanted Evening + Ajani's Chosen - Every Card played equals a 2/2 cat including the 2/2 cats. Have an Altar of Dementia or like card to with the game on the spot.

Enchanted Evening + Calming Verse - We destroy all of our opponent's boards. We can also use Cleansing Meditation, however in my testing it's actually pretty hard to get to and hold threshold, compared to tapping out and floating mana. Getting all the ETB triggers wasn't worth it. Also, if you're feeling lucky Spring Cleaning is another option.

Enchanted Evening + Serra's Sanctum - All the white mana

Enchanted Evening + Eidolon of Blossoms - Any permanent we play draws us a card. Eidolon of Blossoms is the only enchantress this will work with as it triggers on ETB.

The most obvious is: Solemnity + Decree of Silence - Our opponents can never cast spells again.

Solemnity + Naked Singularity or Reality Twist if we want to really screw with our opponents mana an never have to pay the cumulative upkeep.

Solemnity + Phyrexian Unlife - We can't die to damage. If Phyrexian Unlife goes after we start taking poison we'll die instantly.

Solemnity + Delaying Shield or Force Bubble - Like Phyrexian Unlife we can't die to damage and if we lose the Solemnity we won't die outright.

Solemnity + Lost Auramancers - It immediately dies and we get to search for any enchantment in our deck. The poor man's Academy Rector

Solemnity + Mystic Remora - a better Rhystic Study forever

Solemnity then play a Dark Depths - An uncountable 20/20 flying indestructible that can be flashed in with Crop Rotation

Solemnity + Elephant Grass - may not be necessary with Ghostly Prison and/or Propaganda. If there are a lot of black creatures in your meta you may want to consider it.

Solemnity + Glacial Chasm - Turtle up and wait for the opportunity to strike.

Celestial Convergence - Can be an instant win...if we or it lasts until the beginning of our next upkeep and only if we have the most life.

Words of Wind + Utopia Sprawl or Wild Growth + Eidolon of Blossoms - Bounce as many of our opponent's permanents as we have untapped mana.

10/09/2018 - Removed Words of Wind as it only worked the way we wanted to with Eidolon of Blossoms and Wild Growth. All other Enchantresses draw from the trigger and was very clunky and severely limited with Utopia Sprawl.

01/10/2019 - Theros Beyond Death has gifted us another enchantress, Setessan Champion, which draws when an enchantment enters the battlefield. Words of Wind combo will be tried again, but it will likely be just as clunky as before.

01/10 - Boxing Day Purchases -

Removed Horizon Canopy and added Sanctum of Eternity

Removed Karmic Justiceand added Mirrormade

11/03 - Post Face-2-Face Event Changes - (Self-Mill Go!)

Removed Blind Obedience and added Authority of the Consuls

Removed Grafdigger's Cage and added Teferi's Protection

Removed Hinterland Harbor and added Verdant Catacombs

Removed Sunpetal Grove and added Bountiful Promenade

Removed Glacial Fortress and added Lotus Field

Removed Detention Sphere and added Chronic Flooding

Removed Mystic Remora and added Search for Azcanta  

Removed Starfield Mystic and added Laboratory Maniac

Removed Sterling Grove and added Jace, Wielder of Mysteries

09/07 - General Changes

Removed Greater Auramancy and added Nexus of Fate

Removed Sphere of Resistance and added The Chain Veil

Removed Carpet of Flowers and added Burgeoning

08/18 - General Changes

Removed Exotic Orchard and added Sphere of Resistance

Removed Burgeoning and added Grafdigger's Cage

Removed Energy Flux and added Static Orb

Removed - Tomik, Distinguished Advokist and added Spark Double

Removed - Open the Vaults and added Tamiyo, Collector of Tales

07/13 - M20 Changes

Removed - Tuvasa the Sunlit and added Starfield Mystic

Removed - Flooded Grove and added Polluted Delta

Removed - Temple of the False God and added Krosan Verge

Removed - Mistveil Plains and added Mystic Remora


Removed - Minamo, School at Water's Edge and added Land Tax

Removed - Mystic Gate and added Canopy Vista

Removed - Mystic Remora and added Canopy Vista

Removed - Wooded Bastion and added Prairie Stream


Removed - Aura Thief and added -Stony Silence

Removed - Burgeoning and added - Back to Basics

Removed - Calming Verse and added -Smothering Tithe

Removed - The Chain Veil and added - Winter Orb

Removed - Courser of Kruphix and added - Propaganda

Removed - Decree of Silence and added - Rising Waters

Removed - Enchanted Evening and added - Blind Obedience

Removed - Misty Rainforest and added Hall of Heliod's Generosity

Removed - High Market and added - Wasteland

Removed - Solemnity and added Mystic Remora

Removed - Worldly Tutor and added On Thin Ice

Removed Ulamog, the Infinite Gyre and added Tomik, Distinguished Advokist - this is more of a test. We've already protected our ramp auras and now we're trying to protect the lands their. It protects our valuable lands such as Serra's Sanctum.

05/19/2019 Removed - Island and added - Sea of Clouds

Removed - Phyrexian Unlife and added Oath of Teferi

Removed - Nimbus Maze and added Mistveil Plains

Removed - Razorverge Thicket and added card:

Removed - Seachrome Coast and added Flooded Grove

Removed - Search for Azcanta   and added Tuvasa the Sunlit

Removed - Propaganda and added Open the Vaults

Removed - Spring Cleaning and added Burgeoning

These are the text for cards which have been swapped out. They're here for general information and in case they're added back in I can just copy and past.

Horizon Canopy - When enchantresses aren't enough this land will replace itself. Not sure if the new Canopy lands will be added. Green and white are our primary colours and we really don't need that much more draw. For that reason Waterlogged Grove won't be coming into the deck and Horizon Canopy is likely the next land on the chopping block when something better comes along.

Karmic Justice - Solid rattlesnake card which will dissuade our opponents from destroying our non-creature permanents (which is most of our deck). A couple of things. Karmic Justice doesn't work against effects that make us sacrifice or exile. It will trigger when it's destroyed, so long as an opponent destroys it. It will also destroy permanents equal to the number destroyed even if it was a single spell. For example if Tranquility destroys eight of our enchantments we'll get to destroy eight of the casters permanents.

Sterling Grove - A staple of our deck. There isn't a lot of enchantment removal in Commander/EDH and this just makes thing a little bit harder for our opponents to disrupt us. Teamed up a Copy Enchantment or Estrid's Invocation all our enchantments will have shroud. Sterling Grove has an extra bonus. Where we can sacrifice it and put an enchantment on top of our library. A nice consolation if it targeted by removal or we need to get something out of our deck.


Updates Add


Date added 1 year
Last updated 3 days
Exclude colors BR

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

62 - 0 Rares

8 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 2.97
Tokens 3/3 Beast, 1/1 Squirrel, None Treasure, None Aura, 4/4 Angel, Teferi, 1/1 Pegasus
Folders Uncategorized, Deck ideas, Estrid
Ignored suggestions
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