Tuvasa the Sunlit is a a perfect enchantress commander. All three of the Bant comanders from C18 are great and cheap. I think Tuvasa is probably the most open-ended of the three, however. At bottom, she makes your first enchantment you cast each turn into a cantrip, which is great for any enchantment-based strategy. On top of that, she gets +1/+1 for each enchantment you control. So the more you fill the board with enchantments, the bigger she gets.

I decided to go in a more controlling direction for this list. The deck has multiple answers for everything, including several auras that can nerf your opponents' commanders without removing them from the battlefield, like Trapped in the Tower or Imprisoned in the Moon . This is an underrated ability, as it is the only way to almost permanently get rid of someone's commander. If you exile it, they will just put it in the Command Zone and cast it again. But nerfing it requires enchantment removal, a board wipe, or a sacrifice outlet to undo, and with Imprisoned in the Moon only enchantment removal will do the trick. Most people will run one or two ways to deal with enchantments, but if a deck doesn't have green or white that can be especially difficult.

In order to maximize the value from Tuvasa's "first enchantment" draw trigger, I've prioritized enchantments with flash as well as including two ways to give flash to all your auras ( Sigarda's Aid ) or all your enchantments ( Vernal Equinox ). Vernal Equinox gives flash to everyone's creatures and enchantments, but that shouldn't be a big problem for you.

That's because this deck has a ton of enchantment-based removal. Not only can it nerf creatures, but it can also exile them or even steal them. So your opponents may be excited to cast a big creature on their opponent's end step before their turn, but as long as you've kept up mana for Control Magic , you can just take it from them before they get to do anything with it, stealing their joy along with their creature.

For finishers, the deck has several ways to pump a creature for each enchantment you control, such as Ethereal Armor and Ancestral Mask . Absolute Grace and Absolute Law also work to protect your creatures from black and red removal, but it also means your creatures (and everyone else's) won't be able to be blocked by black or red creatures. Sigil of the Empty Throne and Skywise Teachings also get you creatures for casting enchantments, so despite the low creature count there are a few ways to fill your board with creatures.

Speaking of, another possible finisher would be Dance of the Manse . Not only can it get a ton of your non-aura enchantments back from the graveyard, but if X is 6 or more, they will be 4/4 creatures. All of their effects will still happen though, so you can probably remove half of your opponents' creatures while filling up your board with some good attackers and blockers.

Otherwise, the deck has lots of recursion for enchantments, so you can annoy your opponents by casting and recasting Lunar Force , Soul Snare , and whatnot. And, of course, you can removal all their creatures over and over again to make room for your team of janky dorks to take them down.

Suggestions welcome!

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100% Casual

Competitive

Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

30 - 0 Rares

26 - 0 Uncommons

26 - 0 Commons

Cards 100
Avg. CMC 2.75
Tokens Angel 4/4 W, Clue, Dinosaur 3/3 G w/ Trample, Djinn Monk 2/2 U, Mask, Saproling 1/1 G
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