Description

Approaching the Second Sun

Enchantress

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Hello and welcome to my enchantress primer! Tuvasa, the Sunlit is the perfect commander for an enchantress shell and can also act as an alternative win condition through commander damage. This is a 75% build which aims to chain draw enchantments with a few enchantresses in play to eventually win via Approach of the Second Sun or Earthcraft + Squirrel Nest. Approach of the Second Sun is an extremely flavorful win as Tuvasa (the Sunlit) is literally bathing in the sun in victory.

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General Strategy

The strategy is pretty straightforward, it is to find an enchantress and start chaining into any of the win conditions. Omniscience on the field can usually end the game that turn if we have any combination of enchantresses plus Abundance in play to eventually draw into Approach of the Second Sun and cast it twice to win. Enchantress lets us cantrip everytime we play an enchantment for free and Abundance allows us to selectively draw nonland cards.

Commander Analysis

Our commander Tuvasa, the Sunlit is in Bant colors, which is essentially the core foundation for a strong enchantress deck. Her first ability reads:

  • Tuvasa the Sunlit gets +1/+1 for each enchantment you control.

This essentially means that she gets bigger the more enchantments we put into play. She not only scales as a great blocker, but can also be our alternative win condition through commander damage. The later the game gets, the more powerful she becomes. Flickering Ward makes her very dangerous as a potential unblockable attacker. Her second ability reads:

  • Whenever you cast your first enchantment spell each turn, draw a card.

This is essentially a limited enchantress where we can only draw one card off her each turn. This means that enchantments with flash or cards like Leyline of Anticipation can make use of her cantrip ability to the fullest of potential.

The Game Plan

Early Game

This is where setup is very important. Getting an enchantress online asap is key to exploding to a win mid game. Only get Tuvasa out when an early blocker or card draw is needed. Deploy enchantments strategically and do not overextend to avoid getting wiped out by a well-timed boardwipe like Bane of Progress.

Mid Game

At least one enchantress should be in play by now. Aggressively tutor for Abundance/Academy Rector if able as this will essentially unlock the direct path to victory. Save permissions to protect our combo pieces or preventing an opponent from winning. There should be enough interactions in this deck to deal with most threats our opponents deploy.

Late Game

This is where we wait for the right opportunity to go off. Once the stars aligned, with everyone tapped out and we have permissions to protect our combo pieces, we should go for the win. Comboing off without a backup plan or protection is reckless and should be avoided at all costs.

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The following are notable synergies that enhance our gameplan:

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The game usually ends with us chaining enchantments off of Omniscience into our win conditions below:

If our combo pieces are removed, our alternate win con is commander damage and Flickering Ward makes forcing damage through to win easier. Sigil of the Empty Throne is also our alternative win con.

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This deck (currently 75%) can power out a win very easily but can be powered down by replacing Tuvasa with Estrid, the Masked as a commander in a more casual pod.

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Suggestions

Updates Add

My Tuvasa, the Sunlit primer is basically done and I've successfully revamped my decklist. Will be updating it as more feedback/suggestions are given.

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