Maybeboard


My pet deck! This deck is basically the cannibalization/combination of some of my modern decks, some old lucky pulls, and many recent upgrades. I shelved this deck for a while and took it apart to build my Eutropia the Twice-Favored and Siona, Captain of the Pyleas decks respectively. Eutropia was recently taken apart to reuse parts for my Adrix and Nev, Twincasters deck, and Siona will soon get a break to bring this deck back. Now that I've played those variants of Enchantress respectively, I now have a much better idea of what I wanted to include in this deck.

Primary objective: Play a variety of enchantments and turn Tuvasa sideways on someone. Deck can always be scaled back and forth on the Voltron vs Stax synergies as needed per meta.

A combo that will likely only resolve once, or once in a blue moon when the table is tapped out or out of removal:

Enchanted Evening + Opalescence= MLD because all lands are now 0/0 Enchantment creatures, and die as soon as they ETB

  • Add in Aura Thief and a means to kill it (High Market or one of your own destroy removal spells), to gain control of all other permanents

Additional pieces:

These currently aren't in the deck, but can be added in for additionally hilarious effects

This deck has a fairly low to the ground average cmc, but means of ramping early and getting faster mana for explosive plays. I tried to balance out having the majority of ramp effects on Enchantments for maximizing synergy with the Enchantress effects.

  • Burgeoning Sneak out some land drops when your opponents play lands. Most helpful in the early-mid game, but can be relevant any point in the game, and is easily played at 1 cmc. This could also be an Exploration if you have one, or Wild Growth if you would like a budget alternative.

  • Utopia Sprawl Wow this thing spiked recently. Useful for both color fixing and ramping early on.

  • Farseek Helpful for finding those Shock Lands

  • Rampant Growth

  • Sanctum Weaver An exciting new piece of Enchantress tech from MH2. I'm hoping this thing will survive a table rotation or two for some big mana opportunities. This can scale out of hand fairly quickly if not removed.

  • Three Visits

  • As Foretold Not "ramp" in the traditional sense, but getting in a few free spells before getting dealt with can be really helpful. Could be replaced with another ramp aura if needed

  • Dryad of the Ilysian Grove Stupid sexy plant man color fixes your mana and lets you play an extra land each turn.

  • Weirding Wood Make 2 extra mana? Yes please. Slap it on Command Tower for best results.

  • Bear Umbra Also not "ramp" in the traditional sense, but can set up some explosive 2nd mains or leave mana up for instant speed interaction. Thinking of placing a Wilderness Reclamation in this spot.

  • Yasharn, Implacable Earth Kind of cool that it keeps your hand gassed up in the mid-late game.

I tend to separate these into a couple of broad categories. To me, removal is any single-target or wipe effect that destroys/exiles any type of permanent. Straight forward enough.

Interaction is a little more broad, and which I tend to categorize as any effect that prevents opponents from interacting with your board & resources, or prevents them from effectively using their own. This can be counter spells, stax & pillow-fort effects, graveyard hate, & stealing effects.

Removal

Interaction

  • Field of Ruin Something I've been slotting into more decks to deal with troublesome lands like Homeward Path, Glacial Chasm, etc

  • Authority of the Consuls Early speed bump for opponents, and fluffs up your life total a bit.

  • Flickering Ward A re-usable Aura that can be recast to get the most out of those Enchantress effects.

  • Counterspell Classic

  • Destiny Spinner Helps keep some counter spell heat off our combo-pieces (in theory)

  • Dovin's Veto Just say no to removal and combos

  • Ground Seal I initially had Rest in Peace in this slot, but figured Ground Seal was slightly less mean, and the cantrip stapled to it is a nice little bit of card acceleration, coming into a board with a couple of Enchantress effects hopefully online. This is still enough of a speed bump for Reanimator and Aristocrats strategies to deal with.

  • Heroic Intervention Wipe and Bane of Progress insurance

  • Negate Just a simple counter spell

  • Sterling Grove Protection effect with a tutor stapled to it.

  • Karmic Justice A bit of anti-removal insurance. This could also be Aura Shards if you have a means of getting creatures on the board consistently with Luminarch's Ascension or another token producer.

  • Propaganda Make attacks against you a bit tougher.

  • Aura Thief Even if Enchanted Evening or Opalesence aren't online, this can still threaten to steal a handful of useful enchantments around the board.

  • Keeper of the Accord Play catch-up! We typically will have one of the lowest creature counts around the table, since this deck only runs about 15-16 creatures and about 3 token producers in its current iteration.

  • Kismet I originally had a Ghostly Prison in this slot, but figured I would double down on the speed bump effects. My meta is more creature-heavy, so keep lanes unblocked is always helpful.

  • Yasharn, Implacable Earth Pseudo-ramp, keeps some gas in the tank in the mid-game, and hoses Aristocrats.

  • Privileged Position Coupled with Sterling Grove lol. I love locking my door

  • Sigarda, Host of Herons Enchantress tends to struggle against sacrifice-based removal, which dodges indestructible and hexproof. Might also consider slotting in a Tajuru Preserver to compliment

  • Mind's Dilation Cast the table's spells for free, or leave them in exile!

Although cantrip effects aren't technically draw, it's still helpful to have cards replace themselves and keep your hand stocked up.

These are all cards I currently own at least one copy of, and which I occasionally wring my hands over and agonize if I should slot them in or not. The choices available definitely move the deck in different directions of more Voltron-Aura based aggro, or more Stax-y and Control. This will be the pool of cards I draw from (lol) to change them deck around meta calls.

Auras for Voltron

Creatures

Removal

Stax and Pillows

Suggestions

Updates Add

After playing my Eutropia and Siona decks quite a bit respectively, I recently recycled my Eutropia deck to make Adrix and Nev, Twincasters, and Siona was feeling a little too formulaic and stale. With the recent Modern Horizons 2 additions for Enchantress, it felt like this could be a good opportunity to bring my old favorite, Tuvasa.

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99% Casual

Competitive

Revision 39 See all

(2 years ago)

+1 Hallowed Haunting main
Top Ranked
Date added 4 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

51 - 0 Rares

15 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.74
Tokens Angel 4/4 W, Beast 3/3 G, Spirit Cleric */* W
Folders stuff, Favourites, hih, Decks to try, My Retired Decks
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