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Latest iteration of Bant Enchantress. You will like this deck if:

  • you like enchantments (but not so much auras)
  • you like drawing cards, lots of cards
  • you like comboing off in awkward ways

You’ll hate it, however, if:

  • you hate enchantments (duh!)
  • you love playing lots of creatures
  • you love playing aggressive and all-in decks
  • you don’t like winning through the boardstate or combo out

Please find below a mini-primer that eviscerates the main sections of the deck and their purpose. Feel free to comment and upvote!

Every deck with green needs some form of ramp to push quickly into mid game. The main source of ramp here is of course enchantments, mostly in form of land auras, but also as 1-drop all-stars such as Carpet of Flowers. Amongst lands, Serra's Sanctum in the late game can create absurd amounts of mana.

Non-enchantments: Show

Drawing cards is crucial for winning the game and as such we feature the Enchantress package, that lets us draw a card whenever we play an enchantment. The strong point is that we get to draw even if the spell is countered (with two exceptions being Eidolon of Blossoms, which however cantrips itself, and Setessan Champion).

Apart from that, we also feature powerful draw engines such as Rhystic Study and Sylvan Library, which also happen to be enchantments. While not giving direct card avantage unless we have an enchantress piece in play, Abundance and Attunement help us with filtering draws.

Besides ramping and drawing cards, we also need to survive on the battlefield, and that's the moment our hate and disruption package comes into play to help us lock our opponents.

Enchantment-based Hate Show

Naturally, we want to play removal in form of enchantments, but we also need instant-speed answers to the combos of other players, both in form of spot-removals and counterspells. Wraths are also included if the board state goes out of hand.

If we understand that proactively disrupting our opponents is not the way to go, maybe it's time to switch to our pillowfort package, consisting of cards that slow down the game, prevent our opponents to attack and protect us.

What is a commander deck without a bunch of powerful tutors to grab answers and win-conditions? This is no exception, and the package of tutors included, mostly in form of instants/sorceries with the only exceptions being Sterling Grove and Academy Rector, is the basis for any enchantment-fueled deck.

Here we feature a bunch of cards that help us doing particular things, mainly recursion of our precious enchantments, but also singular effects incorporated into lands such as Reliquary Tower and High Market.

Mostly consisting of awkward combinations between enchantments, some of the win-conditions can be pulled off quite easily thanks to the number of tutors in the deck, albeit being vulnerable to counter-magic:

Combos Show

If something with the wincons above goes wrong, we can try the beatdown route with the enchantments below via 4/4 angels, or via animated enchantments thanks to Opalescence/Starfield of Nyx. If we happen to have a full board, we can even go voltron with our commander, protecting her with counterspells.

Also, if we manage to cheat Omniscience with Academy Rector or Serra's Sanctum and we happen to have some enchantresses on the battlefield, we simply win by sheer resource advantage.

As much as the deck is quite linear, beyond the basic enchantress interactions (i.e. multiple card draw) there are some synergies and in particular non-synergies that I would like to list and that the pilot needs to know beforehand to play around them.

Synergies Show

Non-bos: Show

Not every card in the list is functional or optimal for some metagames. Below you can find a list of the flexible cards of the deck that, despite being very powerful against almost every deck, you can substitute with meta-specific cards and answers. I also added some cards that can be sacrificed either for more ramp or more answers.

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Date added 6 years
Last updated 1 year
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

66 - 0 Rares

12 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 2.86
Tokens Angel 4/4 W, Bird 2/2 U
Folders Enchantress, Commander, Bantchantress, Major investments, Main Decks
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