Mesa Enchantress

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Mesa Enchantress

Creature — Human Druid

Whenever you cast an enchantment spell, you may draw a card.

Krom3 on Giada, Font of Hope EDH

1 month ago

Cathars is an amazing card but works well when you're able to get multiple creatures on the field a turn (especially with tokens), with Angels you're usually doing 1 or 2 due to higher CMC and white isn't the best at ramp as it is however, its definitely not a bad card and will still put in work in the deck so if it's a pet card feel free to keep it in

Also if you're gonna go anthems and add more enchantment anthems you could look into Mesa Enchantress and of course Sigil of the Empty Throne if you decide to lean heavier into enchantments as well. Smothering Tithe and Monologue Tax will also be easy adds for the ramp unless you don't own tithe that cards expensive these days lol.

SaltySpecula on Uril

2 months ago

A fair chunk of this deck seems to be devoted to creatures. Uril is not a creature deck.

I would recommend stripping out most of the creatures and other 'creatures matters' cards like Collected Company and all the cards that focus on making token creatures.

Probably best to double down on Uril, protecting Uril and creating an aura/card draw engine. That means including more cards with effects like Sram, Senior Edificer. Others you may want include Satyr Enchanter Mesa Enchantress. You will also need additional tutors. Three Dreams is a good place to start. You'll want additional protection in the form of Greater Auramancy and Sigarda, Host of Herons.

Just as a note, you have only 5 ramp spells. You'll want about 10. Knotvine Mystic, Skyclave Relic, Trace of Abundance are all good includes.

Also, I don't know what kind of decks your friend plays with or what decks they use, but a lot of the auras included are... Niche use at best. I'd recommend including more indestructible and unblockable ones instead. Timely Ward, Indestructibility, Shield of the Oversoul, Inviolability, Holy Mantle, Unquestioned Authority.

Also, you may want to include more compound +1/+1 cards in the same vein as Ancestral Mask. Others like All That Glitters, Ethereal Armor and Helm of the Gods are good ones.

Final note Runes of the Deus are an auto-include. If you're comfortable with your mana ramp Eldrazi Conscription too.

plakjekaas on If white isn't "allowed" to …

2 months ago

Stax, tax & boardwipes? Forcing your own weaknesses for others to enjoy is something white is great at. Not many great tutors? Aven Mindcensor, now neither do you. Bad at drawing cards? Spirit of the Labyrinth, now you are too. Overwhelming me with many spells I can't keep up with? Rule of Law. I don't have very efficient noncreature spells compared to other colors? Thalia, Guardian of Thraben now neither do you.

All these things are powerful, and giving white good carddraw so they can collect and stack these kinds of effects, will make white a lot more powerful, which is why it's a good thing that Rhystic Study isn't actually white, even though it feels like a white effect.

Yet, Mentor of the Meek, Dawn of Hope, Welcoming Vampire, Esper Sentinel, Bennie Bracks, Zoologist, Bygone Bishop, Thorough Investigation, even when you exclude colorless supplements, white is building a catalog of consistent carddraw anyway, especially if you consider Teleportation Circle has an array of targets to blink for carddraw in mono W as well: Spirited Companion, Inspiring Overseer, Priest of Ancient Lore, Thraben Inspector, Professor of Symbology, Resistance Squad, Search Party Captain and Wall of Omens.

Also strategy-specific stuff like Mesa Enchantress, Sram, Senior Edificer, Puresteel Paladin, Losheel, Clockwork Scholar. I think it's weird to say white can't draw cards, I'd say you're not trying hard enough if you're still complaining about that today. At least for Commander. In 1v1 formats, carddraw just isn't as important to win the game if it has to happen before turn 5.

DrukenReaps on Just Complaining... lol

3 months ago

I'm mildly confused, maybe I wasn't clear in my communication? I wouldn't want Welcoming Vampire to have no restrictions. Just different ones. Same for Morbid Opportunist and so on. Although... Mesa Enchantress exists lol. Though the trigger being on cast is arguably a decent restriction itself. And I wouldn't consider any of these to be as busted as say Necropotence. Which is a card that I'm not sure should have been printed.

plakjekaas on Weakest Mono Color

3 months ago

Sram, Senior Edificer, Puresteel Paladin, Mesa Enchantress, Mentor of the Meek, Welcoming Vampire, Land Tax, Endless Horizons, all the equipment tutors for Sword of Fire and Ice or Mask of Memory, if your only draw in white is cantrips, you're playing white wrong too.

White also has a lot of catch-up ramp like Knight of the White Orchid and Archaeomancer's Map and such, which white is uniquely equipped to profit from with stuff like Karoo, Path to Exile, Winds of Abandon and many more. On top of that, fetchlands + Sun Titan are a powerful engine to not fall behind in spendable mana.

And of course there's tons of Colorless stuff to help you out, but that would help other colors as well, so no real need to mention them.

You'll have to work a bit harder for white than for other colors, but the past 3 years have equipped white well enough to close out the gaps that started the 'white is bad'-meme. You'll lean more on synergy than power, which is why it falls behind competitively, yet the most powerful preemptive answers are in white, which is why many competitive decks will include it, but not be mono colored. Drannith Magistrate, Rest in Peace, Rule of Law, Aven Mindcensor and Stony Silence on the board together will prevent almost every deck from winning.

Tl;dr: white is the worst mono color, but not weak by any stretch. For the best results, combine it with other colors.

Wuzibo on Weakest Mono Color

3 months ago

TypicalTimmy

I just gotta respond to that last comment otherwise i'll feel rude.

For the majority of my time playing mono-red, i was playing mono-red artifacts, which, admittedly might not the best way to play red. Red artifacts generally work off cheating them in out of the graveyard. Impulse draw in mono-red artifacts is a double edged sword which is why i didn't consider it as weighing as heavily as you do. It's especially risky near the start of the game when i need the draw most. "Amazing, i have exiled my Darksteel Forge and i can play it this turn but i only have 7 untapped mana, so now I've lost it for the rest of this game." Granted, as the game goes on, it becomes a lot better.

Looting/rummaging doesn't give card advantage and can have the same drawbacks as impulse in mono-red artifacts. The commander i mentioned, daretti, he enables rummaging. However, it sucks to do that with him in the situation i described above where people were running a lot of yard hate and i specifically wanted to pitch artifacts into my yard to cheat them out.

And white doesn't just have cantrips. Inspiring Commander, Mesa Enchantress, Losheel, Clockwork Scholar, Welcoming Vampire and Sram, Senior Edificer will double the value of white cantrips. Some only once a turn, but that's still better than nothing. Sage's Reverie can be amazing if youre playing around enchantments.

I might have been overvaluing spot removal a little, since it was one thing i didn't have much access to. I also was undervaluing red's ability to win before removal becomes that relevant. The commander i played the majority of the mono-red with certainly did no favors there.

It seems to me like that other guy who brought up how white doesn't have the greatest commanders is onto something there. That's an explanation which makes more sense than anything else. I guess the card draw is a little on the weaker side in general, and the lack of ramp to get bombs out before opponents is problematic, but since most of the ramp is colorless artifact based, and the most expensive white cards only take like, 3 white mana to cast and then like, up to 9 colorless or so, it's not too behind everything else in that department.

I see the problems now though. I think it's being overblown a little, but i can see it now.

IHATENAMES on No Pain No Lifegain

4 months ago

Overall you need focus and tuning still. I think going away from enchantments can be beneficial however you lose the enchantress draw effects like Mesa Enchantress either way is fine just remember you are at your core and lifegain /weenies deck unless you want to change that. Cutting some on theme cards is necessary but I'd still keep in the more impactful ones.

Speaking of impact Doomed Traveler type effects don't do enough for you in my opinion unless you stick it on a permanent like Requiem Angel or a second life effect Luminous Broodmoth.

You definitely want more lifegain payoffs. Crested Sunmare is one of the best in my opinion.Ajani's Pridemate effectively reads when you have your commander. Gain +1+1 for each attacking creature.

Some cards seem like the underperform. A few Doomed Traveler Brave the Sands Call To Serve rather then pious Evangelion Suture Priest is both sides on 1. Also not sure evangelon is not black white identity because of back half tbh. Angelic Overseer Big beefy flyer sometimes. For 5 mana Lyra Dawnbringer would be better.

I'd recommend looking up edhrec for better ideas these are just off the top of my head.

I'll check your list again later when I'm on a computer.

Atm have scrapped and restarted remaking an old deck. It excites and scares me as cards have gotten better and my old list is lost. Jazal Goldmane is difficult to build around. But fun nonetheless.

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