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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Enchantment Creature — Human
Creature and enchantment spells you control can't be countered.
: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
1 week ago
I don't know how the new list looks, but I had fun running Destiny Spinner and Sigil of the Empty Throne as win cons in enchantress. All non-land cards were enchantments, so it made Solitary Confinement easy to upkeep.
3 weeks ago
At a glance it looks good just slow. Maybe need to trim some of the fun cards for ramp.
A few ideas:
Some cards seem good. Others cute. Ajani's Chosen for instance. I don't think you have enough payoffs for a token bear to be helpful. I think it would be better as say Sakura-Tribe Elder for ramp or Sanctum Weaver / Destiny Spinner / Setessan Champion to go with your commander's ability.
Syr Konrad, the Grim can do some work here too. 2 triggers each nontoken creature with your commander out could be powerful plus a mana sink that's decent as a enchantment.
You have some legendary tribal subtheme so maybe go deeper in it. I'm sure there are some historic payoffs or legend payoffs that might interest you.
1 month ago
Reminds me of my old Commander deck, which I revived: a Child of the Gods
Do you still play/update this deck?
I would highly suggest these options, which have great enchantment synergy:
3 months ago
I appreciate the compliment, thanks!
I use On Thin Ice with only 7 basics in my deck and it works fine, albeit I run fetches like Prismatic Vista, Windswept Heath, Wooded Foothills, etc so I can easily filter for basics if/when I need them.
As for enchantments that do 'control'ing things; I'd urge you to look at my deck. It's designed to control they game and grind it to a halt. However, I'm afraid that's a completely different deck than what you've got going on here. With your deck, you're trying to use auras in order to make one to two creatures as scary as possible to beat your opponents into submission - not lock them out of the game and preventing them from being able to play Magic. If you diversify your strategy too much, your deck would just become a mess - I'd recommend picking one approach and sticking with it.
On that note, you're quite vulnerable as well if someone deals with your aura-fied creature. Consider running things like the following to help protect your creatures:
- Veil of Summer
- Autumn's Veil
- Heroic Intervention
- Lightning Greaves
- Alseid of Life's Bounty
- Flickering Ward
- Greater Auramancy
Also, if you aren't wanting to add any more creatures due to wanting more enchantments, consider adding enchantment creatures. They also draw you cards whenever you play them since they're still enchantments. A good basic list of stuff you should consider is:
3 months ago
It has been a while indeed. Even though you're running things like Kenrith's Transformation and Song of the Dryads, I feel as if you still aren't running enough removal. A basic list of stuff you should definitely consider is:
- Swords to Plowshares
- Path to Exile
- Beast Within
- Generous Gift
- Krosan Grip
- Nature's Claim
- On Thin Ice - For this, you'd definitely need to replace all your Forests and Plains with Snow-Covered Forest and Snow-Covered Plains. However, it's worth it.
In addition, I see you running an aura strategy. I'm personally not a fan of auras, but you do you. You're also running a rather low creature count at 12. I would definitely consider trying to add more creatures, particularly things like Collector Ouphe and Hushbringer as you aren't running many artifacts with activated abilities or creatures with ETB effects. With Collector Ouphe, you can punish your opponents for ramping via mana rocks, and with Hushbringer you can protect your enchantments against effects from Acidic Slime and Reclamation Sage. Destiny Spinner is also super helpful since she herself is an enchantment and can protect against your spells getting countered.
4 months ago
Not sure if you're on a budget, but a couple suggestions I had would include Commune with the Gods for some extra dig ability and maybe also Destiny Spinner as a potential win condition. If you were looking to include more rares, Sythis, Harvest's Hand could definitely fit here, and if you felt like you needed more creatures then Jukai Naturalist would work. Enjoy building out the deck!
4 months ago
Cultivate, Wilderness Reclamation, Augur of Autumn, Beast Whisperer, Destiny Spinner, Reclamation Sage, Beast Within, Return of the Wildspeaker, Heroic Intervention, Acidic Slime, Bane of Progress, Allosaurus Shepherd, Toski, Bearer of Secrets, Vigor, Kodama of the East Tree, Ohran Frostfang, Harrow, Rampant Growth, Nature's Lore, Three Visits, Search for Tomorrow, Farseek, Thunderfoot Baloth, Saryth, the Viper's Fang, Sakura-Tribe Elder, Wood Elves, Farhaven Elf, Force of Vigor, Wrap in Vigor
4 months ago
Some alternatives, if you're interested: