Satyr Enchanter

Satyr Enchanter

Creature — Satyr

Whenever you cast an enchantment spell, draw a card.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Core Set 2019 (M19) Uncommon

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Legality

Format Legality
Oathbreaker Legal
Arena Legal
Historic Legal
1v1 Commander Legal
Pioneer Legal
Legacy Legal
Canadian Highlander Legal
Commander / EDH Legal
Highlander Legal
Modern Legal
Tiny Leaders Legal
2019-10-04 Legal
Custom Legal
Unformat Legal
Duel Commander Legal
Casual Legal
Leviathan Legal
Vintage Legal
Limited Legal
Block Constructed Legal

Satyr Enchanter occurrence in decks from the last year

Latest Decks as Commander

Satyr Enchanter Discussion

ghostfire86 on This is my boomstick

2 weeks ago

Thanks for sharing your list on the Facebook post.

I can see a lot of cards that I also played in my Uril deck,

Uril, Stalker with the Mist

First big issue is see is that you have very little ramp. At a minimum you should be running these mana rocks:Sol Ring, Arcane Signet, and three guild signets or three talismans:

Boros Signet or Talisman of Conviction

Selesnya Signet or Talisman of Unity

Gruul Signet or Talisman of Impulse

I run a lot more additional ramp in my deck. In fact I found making use of land auras like Fertile Ground help with my draw capabilities due to my enchantress effects. Cultivate alone isn’t enough. Add Kodama's Reach, Nature's Lore, and Three Visits. Since you want to drop big auras like the Eldrazi aura, you should consider Academy Rector to cheat out one of those big auras.

You should consider adding the enchantress package:

Verduran Enchantress

Argothian Enchantress

Satyr Enchanter

Season of Growth

Sram, Senior Edificer

Kor Spiritdancer

Enchantress's Presence

Spot removal is important and Uril has access to Contested Cliffs. Hall of Heliod's Generosity is a great utility land to recur those lost auras. Kessig Wolf Run and Yavimaya Hollow are another great utility land.

Don’t just pick the auras that make Uril big. Pick good utility and evasion tactics like flying, trample, protection.

I don’t like Spectra Ward because once it’s on you can’t add more auras. There are plenty of pro creature auras that are cheaper cmc, and Uril doesn’t really need pro color because of the hexproof.

I hope this helps. Look over my build and maybe that’ll give some more ideas.

BOXES_O_MOXES on EDH Pauper Boggles

3 months ago

Your best option for a commander would be Satyr Enchanter

Runner's up could be:

Juniper Order Ranger, Conclave Guildmage, Sigil Captain, (May need to change your creature base a little for Sigil Captain. And lastly I think Oakhame Ranger.

Snips500 on Pauper EDH Commander Tier List

3 months ago

griffstick- it's hard to be a tier 1 PDH deck and not be in blue. Blue gives you pretty much everything a deck needs to win- cantrips, win cons(infinite combos- best of which is probably drake), ways of protecting your combo (Counterspell), and tutors to find your combo (Merchant Scroll, Drift of Phantasms).

Then there are Mystic Remora and Rhystic Study, arguably two of the best cards in the format. You also get Ghostly Flicker, Cloud of Faeries, Ponder, Treasure Cruise, etc all of which are just really good and/or efficient cards. Basically everything you need to make a competitive PDH deck can be found in blue and then adding any other color on top is just icing on the cake.

For example, my playgroup currently is made up of, blue/black ninjas, blue/white flicker, blue/red storm, blue/green land control, and blue/black infect. Not all of these necessarily tier 1 but they are all good and have their moments and as you can see are all in blue.

So, unfortunately, as the meta stands, there are no true tier 1 decks that can afford not to be in blue. There has been some talk of a ban-list to diversify the meta in order to have non-blue tier 1 decks but that may be a way off. In the meantime decks such as Satyr Enchanter will be good and win games but just won't be as good or consistent as tier 1 (blue decks).

griffstick on Pauper EDH Commander Tier List

3 months ago

You took Satyr Enchanterout of the 1 spot. But left Tatyova, Benthic Druid. You can play multiple enchantments a turn to draw cards with Satyr Enchanter. Tatyova, Benthic Druid draws you cards for playing lands and is a 5 drop. You can only play 1 land a turn but there is ways around that. So I know that with these colors it's easy to generate infinite mana mostly the blue color. But you cant make infinite mana in . Is that the difference. The big difference. or am I missing something. Does being in the blue color put a deck that far ahead of other decks?

griffstick on Interesting PDH Commander Ideas

4 months ago

You dont find Sigil Captain interesting?

What about Satyr Enchanter?

ghostfire86 on Enlightened Bantchantress

4 months ago

You asked for advice on your build and I can see a clearly defined difference between both of our builds. Mine is a Pillowfort with token/upkeep win. Yours is more Voltron.

Needed:

Lightning Greaves

Helm of the Gods

Sigarda's Aid

Open the Armory

Sram, Senior Edificer

Sage's Reverie

Setessan Champion

Satyr Enchanter

Season of Growth

Mesa Enchantress

Verduran Enchantress

Enchantress's Presence

Torchic on Selesnya Aura

4 months ago

I would consider using maybe Sram, Senior Edificer or Season of Growth instead of the Satyr Enchanter I would also recommend Slippery Bogle because it functions the same as the gladecover scouts, maybe take out Fleecemane Lion? seems a bit slow.

lagotripha on Auratog Modern

5 months ago

Boggles might not be budget itself, but it contains cards and ideas you can use. I like the auratog/rancor to give (1g +2+2) to auratog, it makes for a great knockout blow even if its fragile- something every budget deck should look for. Mongoose being a backup plan and protection helps a lot with that. I'd still want a plan for spot removal - gatherer's regenerate is nice with push taking the place of path in many cases, but its going to involve keeping an eye on your meta for exile effects.

While sigil is a great card, cutting it would allow you to also cut abor and sprawl for more 1 mana enchantments, massively speeding up the clock.

If you keep it in the sideboard, you'd still have that 'grindy game' tool even if you aren't running it maindeck - you could even go for a full transformative sideboard trying to live in that 4-5 mana space with a Heliod's Pilgrim value package and value-generating answers like Oblivion Ring.

There are some interesting midrange enchantment options that might suit a budget list running elf/sprawl, with Season of Growth and cards like Setessan Training or Shapers' Sanctuary aiming to eliminate the card advantage drawbacks of enchanting stuff. Silhana Ledgewalker and Sixth Sense still kicks butt when it comes to just drawing a card every turn. Abundant Growth and similar might not be amazing in terms of payoff for one mana, but a set of the variants allows you to splash any colour easily, while still fueling auratog. Satyr Enchanter type effects is a payoff that might work, but is a removal magnet and thus ends up reliant on stuff like sanctuary anyway.

Ajani's Chosen and Archon of Sun's Grace point to the 'play lots of enchantments in midrange plan, but once again, the card advantage battle is where to focus.

There are some 'etb matters' enchantments, but making them work is tricker than it sounds- Oath of the Ancient Wood, Setessan Champion, Strength from the Fallen etc.

Ethereal Armor is the powerhouse in boggles for a reason- it might be a nonbo with autatog sacrifices, but the 'count the number of enchantments' effect is really, really good. Also, its cheap. All That Glitters is armour 4-8.

Totem armour is another tool to protect creatures, but at that point you are basically building boggles.

Best of luck with the brew- its a well supported archetype that hasn't made the cut in terms of tier1, but with a little metagaming and planning it'll play well enough to win FNM.

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