Updated August 3rd, 2019

18th EDH deck - Voltron Bantress


Introduction



"Perfection through Knowledge, Satisfaction through Ruthlessness, Harmony through Acceptance"


I'm the guy who loves playing decks that aren't that popular and will spends thousands of dollars refining them until I deem them complete, yes I am that type of person. I been introduced to Magic the Gathering back in middle school in the year of 2003, the block that I started in was the Kamigawa block and I found it very interesting. During that time I played a constructed deck on and off and eventually life happened and I stopped playing, flash forward almost exactly ten years later and I joined an anime/otaku club. Here I met people playing MTG and I also started getting back into it. Currently I am an avid competitive EDH player who has a tendency to play combo/control decks, I absolutely hate to lose but I enjoy a great match. I've been known in my group as always being threatening and able to win out of the blue so they love to make my life hard and deny me all of my resources, as you will see the reason a lot of my decks are built to win either with flair or questionable commanders. Now enough about me, go read further below that's what you actually came here for!

Tuvasa has quite a fair history, originally she was my Treva, the Renewer enchantress deck as no one would have guess that was the theme. This was one of my more recent decks that I have rebuilt since it's dismantlement back in early January 2016. In the inception days when this deck was built it was tossed a bunch of blinking cards and ETB creatures along with flash, it was not refined as I wanted but definitely a fun deck to play around casually. Now with the current iteration I tried going for something completely different from the earlier days, it became essentially an enchantress deck. There was something that drew me to the enchantress style of play, the card draw, the synergy, the aggro smack down of getting an huge buffed up creature coming straight to your face. She is still going through the process of being fine-tuned, but without further ado, this is Tuvasa of the Eternal Aeon!


Deck Breakdown


Tuvasa the Sunlit

There is a couple reasons why Tuvasa was chosen out of all the other voltron Bant commanders. First and foremost is that she is the enchantress in the command zone, that already gives the advantage in card draw. Being also a commander costing only means that she is easily accessible by T2 consistently with the right amount of ramp, color also isn't an issue if you have good mana fixing base. Lastly she gets pumped up by the amount of enchantments you have on the battlefield, that along with any other enchantments she is stacked with means for an easy blackjack to someone's face.

The other commanders she gets compared to the most is Jenara, Asura of War and Rafiq of the Many . Starting with the former, she is more into the mid-game approach as well as a mana sink. She doesn't have the burst potential and the innate CA that Tuvasa can give. Although she does have flying as well, that is a plus along with being a bigger body upon being casted. Now for the latter, Rafiq in many ways can be the opposite and the direct competition for an enchantress build. He can compete in the same slots as well as well as overlap with the same cards with very minor differences, the main reason why Tuvasa is chosen over Rafiq is that she can draw cards which is essential in an Enchantress build.

Argothian Enchantress : One of the best enchantress's as it can't be targeted by your opponent's spells. However same goes for you as you can't enchant her as well. Enchantment cast trigger draw.

Bloom Tender : The only mana dork we run in this deck, due to the fact that it can go infinite with Pemmin's Aura .

Eidolon of Blossoms : This is one of the only enchantress that draw off of enchantments entering the battlefield effect. This can go in conjunction with Flickerform , Retether , or Replenish for mass card draw. Four cmc but still worth it as it draws for itself as well.

Kor Spiritdancer : Easily my favorite enchantress, she draws and buffs herself at the same time. She is easily your lieutenant of the deck or your back up win condition if Treva costs too much. Aura cast trigger draw.

Mesa Enchantress : Time shifted version of the original Verduran Enchantress. Enchantment cast trigger draw.

Satyr Enchanter : New recent addition to the line of Enchantress. Enchantment cast trigger draw.

Sram, Senior Edificer : Another card drawing engine. Aura cast draw trigger.

Crop Rotation : Since we are running Serra's Sanctum this card becomes an auto include in the deck as having an abundance of mana is always good, if sanctum is already on field it can also grab Nykthos, Shrine to Nyx .

Cyclonic Rift : The MVP of blue staple cards. There is a reason why this card is the most played blue card in every blue deck. Potentially can end games depending on the board state.

Eladamri's Call : Tutor for that card draw engine.

Enlightened Tutor : You can grab anything from 36% of your deck with this card. What's there not to love?

Heroic Intervention : Protection spell that prevents your opponents from blowing up your stuff.

Krosan Grip : Classic green staple. Split second is the best answer for the stack.

Nature's Claim : This should be run in all decks running green. Early game disruption and cheap cost for removal. The four life gained is negligible.

Path to Exile : Your removal spell for anything blocking your way to victory.

Swords to Plowshares : Same as above.

Idyllic Tutor : One card that can grab from 41% of your deck sounds good with me.

Open the Armory : This one can only grab from 26% of your deck, but hey who's counting?!

Replenish : Best recursion for all of your enchantments in your graveyard. Can lead to a one shot depending on what's in your grave.

Retether : Your budget Replenish , but still a great card overall.

Sylvan Scrying : Another way to get our Serra's Sanctum if not Nykthos. Worst case scenario a land that we need. Either way not the worse card we can use.

Three Dreams : A tutor for three different aura's is an amazing hand refill and hand sculpting to kill.

Wargate : Super versatile card, can grab you any permanent from your deck, provided that you pay for the cost. At worse it's a over costed ramp spell that gets you your Serra's Sanctum...oh boo hoo.

Winds of Rath : The only time you would really run this boardwipe.

Abundance : Versatile cards that enables prime card selection. Also prevents us from decking out when we have no cards left in the library.

Ancestral Mask : Your game ending aura, can make Tuvasa exponentially huge.

Aura of Silence : Taxing and removal in one? That's a good deal.

Battle Mastery : Makes them hit twice as hard, literally. First strike is always good.

Bear Umbra : Enables for more stupid plays, and if you have Sigarda's Aid on the battlefield, this can go really out of hand and one shot people. Totem armor is a plus.

Blessing of the Nephilim : A sexy card foiled, joking aside it's a +4/+4 buff when it's put on Tuvasa. For only one mana that's stellar cost and efficiency wise.

Blind Obedience : This card is to stop the aggro plays as well as give you a life buffer for early game.

Burgeoning : With all the extra card draw, it would be great to have more mana.

Darksteel Mutation : Removal and card draw all in one.

Daybreak Coronet : Strong card with only downside is enchanting a creature with another enchantment.

Enchantress's Presence : The only enchantment based enchantress card. Always good to have redundancy.

Ethereal Armor : First strike and super buff, it's good for an measly .

Exploration : Staple green card that gives an enormous strong start.

Favor of the Overbeing : Super sexy foiled, I just love the artwork. Aside from that it does have practical use in giving Flying and Vigilance plus it's a +3/+3 on Tuvasa.

Fertile Ground : We don't have a lot of ramp, but this replaces itself when an enchantress is out on the battlefield.

Flickerform : An amazing protection card, the mana to keep it active is a bit high but better than restarting your whole chain. Also has a lot of hidden synergy with Eidolon of Blossoms .

Flickering Ward : An abuseable card draw that can be placed on your other Enchantresses aside from Tuvasa to gain that card draw. Works wonders with Sigarda's Aid .

Hyena Umbra : Another great drop card. Gives protection and evasion.

Imprisoned in the Moon : Another stellar pseudo-removal card. Gets rid of annoying commanders.

Instill Energy : Pseudo-Vigilance as well as HASTE! Yes it is quite improtant as this is our only enabler.

Leyline of Anticipation : Allows for more card draw when Tuvasa is in play (or any enchantress). Can also allow us to retain mana for interaction. Can do some sneaky plays with this :P

Mirri's Guile : Cheap enchantment as well as helps filter out unnecessary cards at the moment, stellar for controlling what you need. Highly useful and acts as a once a turn Sensei's Divining Top for us.

Mystic Remora : Burst card draw as most people either can't or won't pay the extra mana.

Pemmin's Aura : Can buff, can protect, can give it pseudo-vigilance. A underused card that gives great effects. Also in certain situations the untapping your creature is helpful. Can lead to infinite mana with Bloom Tender .

Privileged Position : Another protection that gives hexproof to all of our permanents. Combos with Sterling Grove . Plus people really like targeting our Serra's Sanctum :/

Rancor : Staple green beatdown card that always goes back to your hand. Even better in enchantress as it can double as card draw.

Rhystic Study : Blue staple that everyone should know about now. Will make them really think about using that extra mana to give you card draw or slow them down a turn.

Sage's Reverie : Card draw and pump, what's there not to love?

Shielding Plax : One of the very few cards that gives hexproof and also replaces itself.

Sigarda's Aid : One of my most favorite cards to run in this deck. Can lead to massive card draw with Tuvasa on field on every turn. Can additionally hold up mana before attacking your target and if they don't declare any blockers can flash in additional auras potentially leading up the blackjack kill.

Song of the Dryads : Prime removal that doesn't truly remove them from the battlefield. Definitely hoses down some commanders.

Spirit Mantle : Protection from creatures is a great thing to have to connect the damage.

Steel of the Godhead : Gives two important buffs, Unblockable and Lifelink, makes sure Tuvasa gets through for that voltron damage.

Sterling Grove : Excellent card that protects my enchantments as well as tutors for 35% of my deck.

Stony Silence : Since we do not run any artifacts, this completely only hoses down our opponents.

Sylvan Library : MVP in pure card advantage for green staple decks.

Treachery : Stealing creatures while also untapping that lovable Serra's Sanctum or Nykthos, Shrine to Nyx is always good in my books.

Utopia Sprawl : See Fertile Ground .

Vanishing : Best protection aura imo. For only you can protect your creature and anything attached on to it.

Wild Growth : See Fertile Ground .

Main Strengths:

  • Insane Card Advantage (CA)
  • Resilience
  • Simplicity

Essentially this deck is like a commander version of Boggles . You have insane CA when you start going off with all your enchantresses. We have several ways to recur our enchantments should they be destroyed with cards like Retether or Replenish . Once there are certain types of enchantments on our target creature, we are near impossible to get rid of and it will be a pain for the other players as well. Another advantage of this deck is that it is a no brainer, play your enchantments and smash face.

Main Weaknesses:

  • Reliance on Combat Damage
  • Stax
  • Linear Strategy

The biggest flaw in this deck is that we are relying on combat damage, that is our only way to win. We have no other way but to smash face. We also don't do well under stax, a lot of our spells our fairly cheap in CMC cost so cards like Trinisphere really stop us from gaining CA. Spirit of the Labyrinth also fucks with us a lot. Our commander also kinda gives away our gameplan so people can see it from miles away.


Deck Piloting


Optimally what you want to have in your hand will be something akin to:

  • 3-4 Lands that can produce all colors
  • 1 Enchantress at least
  • 2-3 Cheap CMC Enchantments (Preferably a protective one like Shielding Plax )
  • 1 Interaction spell at least

Hands to keep are fairly simple, the most important one is actually your color fixing. You want to be able to cast your commander or any enchantress you have in your hand as soon as possible, so your opening hand has to be able cast Tuvasa or said enchantress. You also want to have a good stock of cheap enchantments as well to start replacing the cards in your hand.

Hands that you don't want to keep are hands that have less than 2 lands. As well as hands with mostly your utility spells. You don't want to see Replenish or Mirari's Wake in the beginning unless your hand has access to Exploration or Burgeoning to fast accelerate into them.

Strategy is fairly simple:

  1. Cast Enchantress.
  2. Protect Enchantress with Enchantments.
  3. Nuke your friend.
  4. $$$Profit$$$


If ya have any comments on how to improve the deck lemme know below.

+1 Clicky if ya like Smashing People's Faces!

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Updates Add

Updated the deck a bit and did some changes, appreciating any feedback to make it better!

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Casual

90% Competitive