Tuvasa the Sunlit

Hi everyone, welcome to the primer of my Tuvasa's deck!

At its core this is an enchantress deck. As implied relies heavily (and preferably) on enchantments that trigger card drawing abilities of our enchantresses. Enchantment based ramp, a low avg. cmc and high synergy allow us to snowball into very developed board states earlier than the opponents. The deck operates optimally at instant speed using everyone's turn to untap our permanents, play enchantments, draw cards, generate large quantities of mana, use it on mana sinks and swarm the battlefield.

Tuvasa the Sunlit

Mana Cost:

3 CMC on Bant colors

3-colors require proper mana fixing.


Legendary Creature — Merfolk Shaman

Tribal support? TBD

Oracle Text:



Tuvasa the Sunlit Rulings


The high number of permanents that you'll play during the course of the game will often flag you as THE treat and therefore the deck runs a high count of protection spells, lots of redundant effects, a ton of card draw and some recursion to minimize and recover from everything the opponents will throw at you.

Normally it is not the smartest idea to put all the "meat on the grill" as this will make it obvious that the opponents MUST gang on you and you'll need those key redundant spells later on (mainly "enchantress" effects that will keep your card draw flowing). It sounds amazing to draw a ton of cards while having multiple enchantresses in play but it just feels bloody awful that after a board wipe you pass from a greedy card drawing machine to knocking the top of your deck at every draw step.


Besides the obvious enchantress main theme/play-style this deck has a set of sub-themes that complement each other and its main plan.

Playing at Instant speed

Our commander draws us a card for the first enchantment we cast each turn.

Emphasis on the EACH turn and not just on YOUR turn!

This is something that this deck tries to explore by running multiple cards that allow us to do so like:

Alchemist's Refuge , Leyline of Anticipation , Vernal Equinox

Untap our lands

Great in mana hungry decks like this one, allows us to chain multiple spells per turn, having mana available at every players turn, sink copious amounts of mana on the multiple enchantments that allow it, among others

Awakening , Seedborn Muse , Earthcraft , Deserted Temple , Minamo, School at Water's Edge , Treachery

The untap effects also have obvious synergy with lands that tap for a lot of mana like Serra's Sanctum , Gaea's Cradle , Nykthos, Shrine to Nyx , Growing Rites of Itlimoc  Flip and the auras that are part of our ramp plan like Fertile Ground , Overgrowth , Utopia Sprawl and Wild Growth


Heliod, God of the Sun , Luminarch Ascension , Mobilization , Martial Coup , Nylea, God of the Hunt , Scavenging Ooze , Flickering Ward

1x Academy Rector 1x Anointed Procession 1x Detention Sphere 1x Estrid's Invocation 1x Mobilization #Creature_Buff #Mana_Sink #Tokens 1x Parallel Lives 1x Rancor 1x Rest in Peace 1x Sacred Mesa 1x Savannah 1x Teferi's Protection 1x Wilderness Reclamation


commander:GWU legal:commander -is:vanilla


Night Soil , Tempt with Discovery

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Updates Add



84% Competitive

Date added 7 months
Last updated 1 day

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.19
Tokens 2/1 Cleric, 2/2 Cat, 1/1 Soldier, 4/4 Angel, 1/1 Saproling
Folders Uncategorized
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