"The land should be a place of serenity and harmony, but disruptors threaten it, seeking to drain it of its riches. We are the heralds, we are the guides, we are the enchantresses. We will draw power from the land, and channel it to create powerful wards which will neutralize the enemies of nature and restore peace. The sun will rise again and kiss the land with its warmth."

This is my Tuvasa the Sunlitdeck, which is a powerful enchantress-themed deck that can generate tons of value off of enchantresses and ramp-chantments, can control the board, and can win via a variety of combos, a voltron approach, or good ol' enchantment beatdown. The initial design of my list was heavily influenced by a Tuvasa primer elsewhere(no longer available) that uses Omniscience plus Approach of the Second Sun as a primary win con. My approach has evolved well beyond that initial inspiration though, and borrows a few effective (nasty) combos from the professor's double-deck tech on the Tolarian Community College YouTube channel. I have been playing Tuvasa since she was first released, have learned much, have refined this list and cut and added many cards. I am offering this primer to those interested in Tuvasa or the enchantress archetype in general to help the community know all that is has to offer!

Unlike many other commanders I've built, Tuvasa the Sunlit has a very simple but effective approach that definitely indicates a direction for the deck without pushing a specific win con. In short, Tuvasa is an enchantress, which means like the classic Argothian Enchantress, she draws cards when we cast an enchantment spell. Unlike the original enchantress however, Tuvasa is balanced in that she only draws one enchantment per turn. Prior to Tuvasa's printing enchantress players in EDH were stuck with playing card:Karametra, God of the Harvest and other such cards that provided value without necessarily incentivizing the casting of enchantments. Playes for many years requested a legendary enchantress who could be a commander, and with Commander 2018 these requests were answered! Yet Tuvasa wasn't simply a nerfed Argothian Enchantress with access to blue and white, but effectively stapled a Yavimaya Enchantress on to her as well, allowing her to become a serious threat when enough enchantments are in play.

There are a lot of implications of these abilities for deck construction. To begin with, Tuvasa incentivizes casting enchantments, so it makes sense to not only to include as many enchantments as possible, but to do the things we need to do in any deck with enchantments instead so as to incentivize the playing of them. Hence we aren't playing Cultivate and the like because "ramp-chantments" like Utopia Sprawl will serve us much better in that they will ramp and draw us cards at the same time. Similarly, we are playing fewer instant speed removal spells than we might, because Song of the Dryads and Stasis Snare will remove threats while also bringing us additional value. Ideally we want to draw as many cards as possible, and as such we will pick the enchantment route for doing things as much as possible to achieve around forty enchantments in our deck.

Secondly, because we are playing so many enchantments in the deck, we generally only have room for creatures who are either enchantment creatures or enchantresses, and thus we have a low creature count. While Tuvasa can always be a serviceable blocker, we don't want to rely on her only, hence we will be taking a "pillowfort" approach to the deck, using cards like Ghostly Prison and Sphere of Safety to keep our opponents off of our back while we benignly cast enchantments and get our engine running.

Thirdly, Tuvasa only draws a card the first time we cast an enchantment each turn. This means being able to cast things at instant speed means we can get more value out of her, in addition to giving us the flexibility to use our enchantment-based removal on our opponent's turns. As such, we'll be including Leyline of Anticipation and Vernal Equinox to give us our best shot at doing that.

Finally, the fact that Tuvasa can become such a threat on our own gives us the possibility of a "voltron" style win. While we won't be heavily leaning into this approach in this deck due to some of the inherent limitations of the voltron archetype, we can use cards like Flickering Ward to get us through to knock out an opponent in one or two shots on occasion.

When Tuvasa was first spoiled, she was clearly unique in that she was the first "enchantress" who could be in the command zone. Nonetheless, at the same time and after other great enchantment commanders have been printed, and there were a couple of other enchantment-based commanders after her. In this section we survey these other approaches, what sort of strategy they might serve, and argue why we have chosen Tuvasa over these.

1) Sythis, Harvest's Hand

Our brand new enchantress from modern horizons will almost certainly be Tuvasa's major rival at the top of the Enchantress archetype. In a way, Sythis is a superior enchantress to Tuvasa in that she comes down a turn earlier and draws cards off of every enchantment that we cast. What we lose is the voltron aspect and access to blue. As for the former, as we will argue below, its not much of a loss. Voltron isn't a great archetype, and while we can knock off the occasional opponent this way its nothing to build a deck around. As such, the main thing we lose is access to blue, which, despite being a minor color here, nonetheless matters a lot. Most of our key winning combos in this deck involve blue, which makes Sythis far less suitable to a combo approach. Blue also gives us access to counter-magic to protect our combos, yielding the approach we take here. That being said, for those who want a more straightforward upgrade from the old card:Karametra, God of the Harvest decks Sythis is the way to go. She's easy to build with a great two-color mana base, can run every enchantress we'd ever want to run, and can still win by beating down opponents with an army of enchantment creatures. For this deck we want what blue brings, hence Sythis joins the 99.

2) Estrid, the Masked

Estrid helmed Tuvasa's original precon, though Tuvasa has been far more popular. That being said, when I originally purchased the deck, I ran Estrid. She can still run all of the enchtresses that Tuvasa can and can be built in a similar way, but I realized eventually that the most powerful way to build her was to make her a stax-chantress commander. Indeed, there is hardly a better shell for Stasis that Estrid. The key is that since we ramp with enchantments, we can always use Estrid's +2 to untap all of our lands. We can use her mask ability to put auras on lands and mana rocks so we can untap ones without ramp-chantments as well. We can then slow everyone down with Winter Orb, Static Orb, etc. while always having access to our lands, and since we're in blue we have lots of tutors to summon The Chain Veil, with which we can easily go infinite with Estrid for infinite mana, and can then win in one of the ways we are already winning in this deck. It is an extremely powerful and effective deck, but I don't want to oppress my friends with stax, which is more suited to cEDH, and hence I've gone with Tuvasa here. Nonetheless, for the most degenerate stax-chantress deck available, Estrid's your woman.

3) Kestia, the Cultivator

The third member with Estrid and Tuvasa, Kestia was printed along with them in C18. Unfortunately, bestow is just bad, and Kestia doesn't really do much to make it better. This might be a deck for someone who doesn't care much about power level and wants to toy with less popular mechanics, but she doesn't cut it for me!

4) Siona, Captain of the Pyleas

Unlike Kestia, here is a real commander! Siona is in Selesnya like Sythis and hence can run all of our enchantresses, but incentivizes auras instead, making Sram, Senior Edificer and Kor Spiritdancer great here too. She has a great infinite combo with Shielded by Faith, and plays to one of Selesnya's other strengths in generating tokens from our auras. If I were to build another enchantress deck, Siona would definitely be it. That being said, I wasn't looking for an aura approach here and blue enables such great combos that Tuvasa is my main.

5) Bruna, Light of Alabaster

Bruna can't draw cards like green-based enchantresses are, but she can keep our auras relevant. Bruna has been a deck for a long time, and lends herself to an aura voltron approach. There is nothing wrong with this if you like that sort of thing, but I'm not much into voltron, would never want to lose access to green in an enchantment deck, and she costs more mana than I like to pay for a commander in colors that aren't awesome at ramping. She's cool, but not for me.

6) Daxos the Returned

Everyone scratched their heads when the first enchantress precon was in black and white, but let's not forget that most of the most degenerate enchantments ever made are in black (ex. Necropotence). Daxos is interesting in that he generates large token creatures for every enchantment you cast, hence lending himself to a token approach as well. As I said before, if I'm playing enchantress I want access to green and hence our whole suite of enchantresses so that I can draw cards and have fun, but Daxos is still an option for those who want something a bit different and access to one of edh's most degenerate colors.

You might like Tuvasa if-

  • You like the Enchantress archetype (specifically, you like drawing cards from playing enchantments)
  • You like control decks
  • You like degenerate combos
  • You like a pillowfort approach (specifically, you like discouraging your opponents from attacking you so you can plot your move)
  • You like drawing a disgusting amount of cards
  • You like weird, old, broken cards from back in the old days of Magic: the Gathering

You might not enjoy Tuvasa if-

  • You prefer good ol' honest aggro
  • You hate blue and sneaky combos
  • You hate enchantments
  • You prefer to be smacking your opponents while they smack you back
  • You hate weird, old broken cards from back in the old days of Magic: the Gathering

In the early game the goal is to get Tuvasa or another enchantress out as early as possible and get an engine going by using your enchantresses and drawing lots of cards. In addition to helping you to move through your deck this will make sure that you hit your land drops, which gives this deck great consistency. That being said, Tuvasa the Sunlit is in some ways the worst of our enchantresses in that she can only draw a card once per turn. As such, if we have Argothian Enchantress, Mesa Enchantress, Verduran Enchantress, Satyr Enchanter, Enchantress's Presence, Eidolon of Blossoms, or Setessan Champion, or Sythis, Harvest's Hand, we'll play them first. Nessian Wanderer isn't quite as good as the above list, but will draw us our lands and keep[ us moving. A particularly valuable card here is Flickering Ward, which is easy to underrate. Since we can return it to our hand and replay it as often as we have mana to do so, it alone is incredible draw engine when paired with our enchantresses. It is important to note here that this deck is built around the enchantress archetype and not Tuvasa herself. Tuvasa primarily provides value in that she is an enchantress that we always have access to in the command zone, which is great when we don't have any of the above cards, and to provide additional value when we do. That being said, I've dominated and won games without casting her, so getting her out isn't a priority when we have a better option.

Unlike many green decks which rely on Cultivate and its ilk or mana dorks to ramp, we use land aura enchantments almost like Overgrowth exclusively for this purpose (with the exception of Sol Ring, or course). The obvious reason for this is that these "ramp-chantments" both draw cards off of Tuvasa and our other enchantresses and pump the former. The less obvious reason is that we can get massive value off of our enchanted lands if we can use Estrid, the Masked to untap them later in the game. While the orthodox approach in many decks is to ramp lands because they aren't vulnerable to mass destruction due to the social contract, the extreme benefits outweigh the risks here. Mass enchantment removal has always been rare in commander, enchantments are far less likely to be removed that artifacts or dorks, and board wipes of all kinds are declining as the format gets faster. Where our opponents have single-target enchantment removal, they'll find that they have much scarier targets than our lands!

We'll also want to begin building our "pillowfort" here as we won't have lots of blockers in this approach generally. Propaganda, Ghostly Prison, and especially Sphere of Safety, are fabulous in that players will often be reluctant to use their removal on them, and will almost never want to pay the mana to get in the attack if they can't kill you with it. Solitary Confinement is even more broken here if we've got a good engine going as we'll draw enough cards to mitigate the downside, and our opponents won't be able to do anything to us until they either remove it or destroy our engine so that we sacrifice it. Sterling Grove will also protect our board and tutor a wincon in the late game, and Privileged Position can do the same or combo with the former to protect everything from targeted removal.

In the mid-game you'll be looking to keep your draw engine going, build your pillowfort into and impregnable pillowfort, deal with threats, and begin assembling win cons.

One really great thing to do as soon as possible is to turn your pillowfort into an impregnable pillowfort. This basically involves giving all of your enchantments hexproof while having either Sphere of Safety or Solitary Confinement on the board, and there are multiple ways to do it. The most well-known is to get Sterling Grove and Privileged Position on the board at the same time. However, we have flexibility since Mirrormade and Estrid's Invocation can double any enchantment in our deck, so combining one of these with either of the above two gives us the effect we want. Our opponents won't be able to attack us in the case of Sphere of Safety or effect us at all in the case of Solitary Confinement, and our hexproof enchantments will protect the above permanents from removal. As one last bulwark in case they try to ruin our dreams with Austere Command or Merciless Eviction we have Arcane Denial, though its often good to save that to protect our win con if we can.

While we're getting good and protected, its great to be able to cast at instant speed. For synergy's sake much of our removal is enchantment-based, so being able to use it at instant speed is nice, and the ability to effectively double our mana by playing on our opponent's end step before our turn can be really helpful, especially if we want to play an early combo. For this we have the always fabulous Leyline of Anticipation, but also the lesser known but also fabulous Vernal Equinox, which, while it also gives our opponents the ability, will nonetheless be far more abused by us in this deck.

This deck is a control deck, and it wouldn't be anything if we didn't have the ability to deal with threats as they arise. Enchantment-based removal is deeply underrated, and is used to great effect here. Song of the Dryads and Imprisoned in the Moon are premium removal here, in that they can get rid of any permanent by turning it into a harmless land. Since land destruction is frowned on in the format and enchantment removal isn't played enough, so they are hard cards to work around. Darksteel Mutation is cheap and efficient and is almost as good, though creature bounce effects and other things do work around it. Grasp of Fate can take out multiple permanents in one shot, and while everyone will be incentivized to remove it, you'll definitely slow them down. Stasis Snare only removes creatures, but is always at instant speed, which makes it great. Parallax Wave is best used with Opalescence (see below), but even on its own can help to temporarily exile problematic permanents. Swords to Plowshares isn't enchantment-based, but its cheap, efficient, and always at instant speed making it a good backup. Arcane Denial can stop bad things from happening, Solemnity can shut down planeswalkers and proliferate shenanigans, and Humility can neuter all of our opponents' creatures though we need to be careful as it shuts off Tuvasa and many of our enchantresses as well! If things go south we have Evacuation, which is always a fabulous card here as it is at instant speed and spares our enchantresses from permanent removal while keeping most of our board state intact. We also have what is arguably one of the best board wipes in the format in Austere Command, which can be adapted to suit the situation. Calming Verse can wipe out all enchantments, though as long as we play it correctly it won't touch our own!

We'll also want to be able to use tutors here to assemble our win cons. Enlightened Tutor can get any enchantment we want, as can Idyllic Tutor. Plea for Guidance is a bit spendy on the mana side, but it can basically grab an entire combo and we usually have enough mana in this deck to cast it and something else in a turn. We'll usually use Sterling Grove to protect ourselves at first, but later in the game when we can afford to give it up we can get any enchantment we want. Eladamri's Call can get key creatures including our enchantresses, and Wargate can get anything we want in the deck, including our planeswalkers.

At this point, we should have developed a reliable draw engine and pillowfort, have some protection on hand (Sterling Grove, Arcane Denial, etc.), and have some key pieces in hand. From here we essentially have three paths to finish off the game and knock players out.

1) The Warding

The most powerful and consistent way to win this game is by activating a powerful combo which can utterly lock our opponents down, give us tons of resources, and enable us to pull of a win. There are several key combos, or wards, here that will enable us to pull off the win!

a) The Sun Also Rises

My preferred way to win in this deck, and it takes advantage of the fact that we play so many enchantments and that they create such an effective draw engine with our enchantresses. In short, we are going to do something that is always fun in any deck, but insanely powerful with our draw engines, which is to cast Omniscience. This will allow us to practically draw our deck. While Omniscience is always amazing, its limitation is usually that you empty your hand and then eventually hgave to pass the turn. Since roughly half of our deck are enchantments and all of our spells are free with Omniscience, we can basically keep drawing till we find what we need. My favorite thing to find is Approach of the Second Sun. Normally this card is fine in commander, but your opponents usually have a few turns to prepare for the second casting of it, which can limit its impact. With Omniscience and a couple of enchantresses, however, its is easy to re-draw and replay it on the same turn, hence eliminating our opponents' chance to respond to it. This is my favorite way to win the game as players are rarely salty about it, and it is on brand for Tuvasa the Sunlit!

b) Do Not go Gently into That Calm Night

A brutal, but effective way to win the game involves Enchanted Evening and the older cards Opalescence and Calming Verse. In short, we are going to cast Opalescence first, and later cast Enchanted Evening. Believe it or not, the order of when you cast them matters a lot here! Global enchantments do apply their effects in an order, which comes from when they enter the battlefield, they don't just apply simultaneously. If we were to cast Enchanted Evening first, then all permanents (including our lands) become enchantments, and then when Opalescence resolves all permanents will also become creatures with power and toughness equal to their converted mana cost. This results in everyone's lands dying and going to graveyard, including ours! Now if we have Omniscience out we might not mind this at all, and it can be an effective way to lock our our opponents from responding to us. More often, however, we'll want to cast Opalescence first, causing all enchantments to become creatures, and later cast Enchanted Evening, causing all permanents which aren't already enchantments to become enchantments, however, they won't become creatures if they aren't already. Then we will make sure to tap all of our mana and cast Calming Verse to utterly snuff our opponents out. All of their artifacts, creatures, enchantments, planeswalkers, and lands will be gone! Of course, we don't need Opalescence to do this, but if we cast it later we'll kill ourselves, and if we cast it before hand, we'll have our win con already prepared. With an army of enchantment creatures we'll be able to kill the table before they are able to rebuild. This can be a salty way to win, and definitely will be if you aren't prepared to win the game outright, so while you don't need to cast Opalescence first I would recommend doing so as it puts you in a clear place to win before you nuke the world.

c) The Flight of the Pegasi

What better way to kill your opponents than with a massive herd of flying pegasi? This enchantment involves having Enchanted Evening on the board, and then casting Archon of Sun's Grace. The ideal time to do this is on your opponent's end step when Leyline of Anticipation or Vernal Equinox is on the board, so that you can immediately use your assets on your turn to win, and so that you have more options to complete the combo. Basically, when Enchanted Evening makes everything enchantments, and so Archon of Sun's Grace will enter the board as an enchantment, thus triggering its ability and making a pegasus, which will also enter as an enchantment thus triggering the ability again and making another pegasus, etc. The problem with this combo is that it is a forced infinite combo in that there is no "may" attached to it, so if we don't have a way to disrupt the combo once we have enough pegasi to win it will go on forever, forcing the game to a draw. This is why we eventually need to disrupt it by getting rid of Archon of Sun's Grace while its pegasus making ability is on the stack so that once the final pegasus enters, it won't trigger Archon of Sun's Grace again once its gone. We can do this at any time with Stasis Snare or Swords to Plowshares, but with one of our instant speed enablers out we can do it with any of our enchantment based removal pieces. This is also a great, clean way to win the game with instant pegasus tokens that doesn't generate as much salt as the previous way!

d) The Quelling

This is brutal combo that does not with the game outright, but prevents our opponents from catching or stopping us. In short, we are going to cast Solemnity followed by Decree of Silence. The latter card normally is a temporary effect that counters the next three spells our opponents would play. Solemnity prevents us from placing the depletion counters, however, making sure that we now counter every spell that our opponents play. This isn't an absolute lock in that our opponents may have uncounterable spells, card:Boseju, who Shelters All or some other sort of counterspell protection, and can still use abilities on the battlefield, so a Meren of Clan Nel Toth deck for instance could recycle a Reclamation Sage to ruin our lock. That being said, most of the time when we cast this our opponents will have little room to maneuver, freeing us up to easily win via another mechanism.

e) The Banishing

This is another combo that doesn't outright win the game, but positions us well to do so, especially if we've got Privileged Position out (we don't want Sterling Grove in this case because we want to target our stuff! Basically we are going to cast Parallax Wave with Opalescence on the board. This will make Parallax Wave into a creature. The normal reason people don't like Parallax Wave is that you eventually need to sacrifice it and give all of our opponents their stuff back. In this case, we are going to exile everything, and give nothing back! What we need to do is use wave's ability four times in a row, with each trigger in response to the next on the stack. When we remove the first three counters we will target our opponent's creatures and enchantments (since all enchantments are creatures). For the fourth trigger we will have Parallax Wave target itself, since its a creature after all! The final trigger will resolve first, and Parallax Wave will then return a new copy of itself with five fresh fade counters to the battlefield. Then the remaining triggers will resolve and the three things we targeted will be exiled permanently, since the original copy of Parallax Wave will have already left the battlefield. We can then do this repeatedly till all of our opponents creatures and enchantments are gone, clearing the way to use our enchantments to attack them! If they try to cast more creatures, we can just exile them. If they try to remove Parallax Wave with anything short of Krosan Grip, we can just remove a fade counter in response and target itself, thus dodging removal! This is an effective way to shut our opponents down while winning the game with enchantment beatdown.

2) The Land Will Defend Itself

In this instance we are winning in the classical enchantress way- by beating our opponents down with our enchantments themselves or by doing it with creatures generated by said enchantments. The key cards here are Opalescence and Starfield of Nyx, both of which turn all of our non-aura enchantments into creatures which we can use to beatdown our opponents. The latter has the added benefit of being able to recur fallen enchantments as well. The peril of doing this, of course, is that all of our enchantments become vulnerable to creature-based removals and board wipes, so we need to be very careful not to do this until we can protect our board and be prepared to win via these measures. Using some of the above combos from our Warding section will provide great protection, as will the impregnable pillowfort options listed in our mid-gamer sections, and it never hurts to have Arcane Denial in hand if things go south.

Even without the above two cards, we can also begin to generate flying attackers via Sigil of the Empty Throne and Archon of Sun's Grace simply by doing what our deck is built two. This is very easy to do with Omniscience on the board, but we can just do this incrementally and win with a tempo approach as well.

3) Strike Down the Transgressor!

We said in the beginning that Tuvasa is sort of like a Verduran Enchantress stapled to a Yavimaya Enchantress, and as such in addition to drawing cards she can get quite large, which means that knocking a player or two out with commander damage can be very viable. The best way to get her through, other than a board wipe, is with Flickering Ward, which can give her protection from your opponents' blockers, giving you the kill! As said in the beginning, this isn't at all the most viable way to win and thus we have committed very little in the deck to this approach, but it is an option that we will sometimes use nonetheless.

1) Ajani's Chosen

I ran this card previously but cut it during revision in favor of the far superior Archon of Sun's Grace. At the time I didn't want to commit to much to the combo with Enchanted Evening due to the challenge of needing to disrupt it, but I've found that this isn't too hard, and I think adding it back in for another way to complete the combo as well as incremental value is probably a good call. I just need to figure out what to cut to get it back in!

2) Rogue's Passage

Having an absolute way to get Tuvasa through for the kill seems like a good idea, but I do run a low land count in this deck (since due to the draw engine I almost never miss land drops), and I'm not sure I want another land that taps for colorless. Whether I put it in remains to be seen!

3) Search for Glory

This highly underrated tutor can grab any legend, and we have several fabulous targets in Estrid, the Masked, Calix, Destiny's Hand, Hall of Heliod's Generosity, and Sythis, Harvest's Hand. It seems like a no brainer, I just need to figure out what to cut for it. I could cut Plea for Guidance since its mana cost is horrible, but it can grab any enchantment and I usually have a lot of mana available.

4) Solve the Equation

I've been slowly working this fabulous tutor into many of my decks. Its so on brand for a combo deck, where we're always trying to solve an equation, and in this deck can grab Approach of the Second Sun. Still, I'd be hard pressed to figure out what to cut for it.

1) Kor Spiritdancer and Sram, Senior Edificer

These enchantresses are definitely worthy in many other contexts in that they draw cards off of auras specifically. We are running exactly thirteen auras in this deck, so they wouldn't necessarily be dead cards by any measure, but are far less effective that the universal enchantresses that we are running. they certainly could serve as budget substitutes for some of the pricier enchantresses in this list, and they are great in decks that focus on auras and possibly lack access of green. We definitely don't need them here though!

2) Winds of Rath

Once again, this might seem like a staple board wipe for an enchantress deck, but it likewise focuses on aura-based decks where it is great. In our deck Evacuation, Austere Command, and Calming Verse give us great flexibility and synergy, and our pillowfort elements make creature-based boardwipes less necessary anyway.

3) Yavimaya Enchantress

Since she's an inspiration behind Tuvasa and came with the precon one might be tempted to include her. On the other hand, she's just a big beater, and we don't need her to accomplish our gameplan, which is heavily rooted in combos.

4) Prison Realm and other enchantment-based banishers

One might think that enchantments which exile things are premium removal in this deck and indeed here we are playing Grasp of Fate and Stasis Snare. The former grabs multiple things and the latter can be cast at instant speed, which is why they make the cut. Beyond that, its hard to beat the upside of Song of the Dryads type effects, Parallax Wave for its abusability here, and even the super-efficient Swords to Plowshares for cases where we need a quick, cheap answer on the spot. As such, we don't have room for too many more of them.

5) Abundant Growth and its imitators

When planning ramp-chantments, do be sure to make sure that they actually ramp you! If you read many auras like Abundant Growth closely you'll notice that they only give you fixing, and do not put you ahead on mana. All of our card:ramp-chantments here put you ahead on mana, and others just aren't worth the slot.

6) Karametra, God of Harvests

She was the original commander for Selesnya enchantress decks before Tuvasa and Sythis, and she can ramp lands like crazy, so why doesn't she get a place in this deck? The simple answer is that Karametra ramps lands off of creatures, not enchantments, and we're only running thirteen enchantments here, so she's pretty low impact. She's great at the help of her own creature-based deck or as a lieutenant for Chulane, Teller of Tales though!

I hope this short description is helpful to someone! Please let me know your thoughts or feedback below!


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56% Casual

44% Competitive

Revision 8 See all

(2 years ago)

-1 Bant Panorama main
+1 Misty Rainforest main
Top Ranked
Date added 3 years
Last updated 1 year

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

53 - 0 Rares

18 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.37
Tokens Angel 4/4 W, Clue, Mask, Pegasus 2/2 W, Wolf 2/2 G
Folders stuff, Decks that Caught Nick's eye, EDH, Enchantment, EDH, idea's 2021, Stuff I like or intrested in, Other's EDH Decks, Potential, Bant WUG
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