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Karametra Enchantresses and Friends

Commander / EDH Enchantment GW (Selesnya) Tokens

Akmenos16


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Calling this an enchantress deck would be a bit deceiving as it aims to do more than just that. The core of the deck is playing high value enchantments and getting even more value off of those enchantments by drawing cards off of the abundance of "enchantresses" which are creatures/effects that draw you cards when you play an enchantment. The deck has token and landfall subthemes as well, with almost every landfall trigger netting you a token or creature from your graveyard, this generates extra value with Karametra, God of Harvests who finds you a land with each creature. In summary this deck is a very value oriented Selesnya deck which at its core is an enchantress deck which gets help from token and landfall themes. Comments and suggestions for improvement are welcome and appreciated!

- Rude Awakening , this card is amazing in this deck because Karametra, God of Harvests just naturally gets out a bunch of lands as a bonus of casting creature cards, and this deck is rather creature heavy with a decent bit of ramp so expect to get a lot of lands out, and in the late game Rude Awakening turns your lots-o-lame-lands into an army of angry Forest s and Plains who are sick of being tapped for mana and wanna swing face as much as you do.

- Triumph of the Hordes , one thing this deck does well is naturally accumulate tokens with cards like Rampaging Baloths , Emeria Angel , and Sigil of the Empty Throne . And while it's nice having a lot of tokens, why not give those tokens infect and a buff to turn them from a threat into an outright game closer?

- Starfield of Nyx , due to the fact that this deck is so enchantment heavy, it's quite likely that some will get removed while others just sit there. Starfield of Nyx addresses both of these issues. The Starfield lets us return an enchantment from our graveyard to our hand to take advantage of the sweet enchantress synergy which runs throughout the deck. As well as turns our enchantments into menacing creatures which can be used to swing face later in the game to close it out.
- Shalai, Voice of Plenty , Shalai is AMAZING. She works as a protection for your board as well as a late game mana sink to dump your tons of lands into, buffing your army that you have amassed.

After some playtesting with this deck one glaring issue I found was its weakness to boardwipes. While the deck does have ways to protect itself, namely Shalai, Voice of Plenty , a Wrath of God type effect feels terrible when you've amassed a large, admittedly threatening, boardstate. Granted it is possible to bounce back from a boardwipe, Cyclonic Rift -style wipes don't feel terrible, doesn't feel great either, but it's not the end of the world. Since this deck grabs a lot of lands out of the deck rather consistently it's very likely that you'll have enough mana to rebuild and get back to a manageable state. Wrath of God -style wipes on the other hand could be the end of the world. A couple cards to consider running, if you have the money, are Avacyn, Angel of Hope and Teferi's Protection , outside of those two cards the only way to somewhat mitigate a boardwipe is with Heroic Intervention . After making some cuts I was able to slot in more protection from boardwipes. Dauntless Escort , Selfless Spirit , both nullify Wrath of God type effects and once I find a slot for Eerie Interlude , spells like Cyclonic Rift will be significantly less harmful.
- Rampaging Baloths

- Retreat to Emeria

- Sandwurm Convergence

- Sigil of the Empty Throne

- Emeria Angel

- Avenger of Zendikar

- Nissa, Voice of Zendikar , while she doesn't generate tokens on the same scale as the others in this list, Nissa still makes dudes which can be used as blockers or leveraged in the late game to close out the game with some sort of anthem effect.

After a some significant changes in response to this deck's susceptibility to boar wipes another thing I did was slot in more recursion for creatures and some enchantments.

- Emeria, The Sky Ruin . Emeria is fantastic in a deck like this, more often than not you'll be able to grab all the Plains you'll need with Karametra, God of Harvests and other effects. Once you do have the necessary seven, you'll be able to recur significant threats like, Shalai, Voice of Plenty , or Rampaging Baloths , for example.

- Emeria Shepherd . This deck can do more than just make tokens with landfall. If you have some creatures in your graveyard feel free to drop a Plains and get it right back. Or just cast a random creature spell, grab a plains from your deck with Karametra, God of Harvests and bring that creature back.

- Starfield of Nyx . This is an enchantress deck afterall and we need some way to recur our best enchantments and that's exactly what Starfield of Nyx does by returning an enchantment to your hand for free every turn

- Sun Titan , just a fantastic card in general. A lot of creatures and enchantments in this deck have a CMC 3 or less and so Sun Titan will have plenty of targets to repeatedly hit.

People may think that Selesnya's way of dealing with board threats is slamming down your own threats, looking your opponents in the eye, and saying, "deal with it." And while this deck has no issue doing that it pays to have interaction of your own.

- Seal of Cleansing , this card feels great in an enchantress type deck. It draws at least one card most of the time and is instant speed interaction and can be used to dissuade people from casting more valuable artifacts or enchantments. Not to mention this card can be more consistently recurred with Sun Titan or Starfield of Nyx for repeatable interaction.

- Journey to Nowhere , some may argue this is just a worse Oblivion Ring ...and they'd be right! But that's okay because it is still creature removal that often stays on the battlefield because your opponents will more often than not forget about it after a while. And even if they do get around to blowing it up, you can snatch it right back with Sun Titan or Starfield of Nyx

- Oblivion Ring , essentially just a better Journey to Nowhere , O-Ring can address any annoying or problematic nonland while also being able to be recurred by Sun Titan or Starfield of Nyx and providing additional value with your enchantresses.

- Song of the Dryads . Quite possibly one of my most favorite enchantments in the game, Song of the Dryad addresses literally any threat, unless of course they have Hexproof or Shroud, and turns it into a Forest ! Not only this, but Song of the Dryads also gets additional value with your enchantresses, you may be sensing a theme here.

- Stasis Snare , same idea as O-Ring or Journey to Nowhere here. The main attraction is that Stasis Snare can be "flashed" in whenever you need it. That instant speed response, as well as likely netting at least one card off cast makes the Snare a great card.

- Return to Dust , Austere Command , Creeping Corrosion , Aura of Silence , and Stony Silence can all be grouped into a subgroup of interaction which I like to call "Artifact Hate." With this deck running only one artifact it really opens us up to a lot of ways to remove artifacts and other enchantments which run rampant throughout EDH. Additionally, cards like Aura of Silence and Stony Silence provide additional value via enchantress synergies.

  • And finally we have our boardwipes. Any self-respecting deck with white needs to run some amount of boardwipes despite our own previously addressed weaknesses. Which is why we run boardwipes which can be used to be less symmetrical. Wipes like Martial Coup starts us off ahead of the competition by giving us some tokens to work with, and Austere Command lets us avoid hitting all of our creatures based on CMC selection, as well as being able to hit some pesky artifacts should the need arise. The final boardwipe is Wrath of God . While the Wrath is not intrinsically asymmetrical, like Martial Coup for example, it's still just a great card and can be made asymmetrical by casting it, maintaining priority, and sacrificing Selfless Spirit or Dauntless Escort or casting Heroic Intervention or Eerie Interlude .
I put this deck together with the knowledge of my own card pool and a reasonable budget for myself however there are some cards that can be added to this deck that are a strict upgrade over others, if you're willing to drop the money or already own the cards.

-We'll start with an obvious one, Savannah . Unfortunately, my budget dashes any hopes of running any of the original dual lands however, swapping out a basic land for Savannah feels great. Savannah gives you access to both colors faster than your other G/W lands as well as the fact that it's a Forest/Plains which means that Karametra can grab it once you've grabbed the other dual land types.

-Next we have Avacyn, Angel of Hope in place of Dauntless Escort . While Avacyn costs significantly more to cast than the Escort, Avacyn pays it back by making all of your permanents indestructible, while the Escort only hits creatures, as well as making them always indestructible not only until end of turn. Additionally this deck gets a lot of lands out rather quickly so casting an 8 cmc spell won't be as hard as it seems

-Lastly we have Craterhoof Behemoth , I'm not actually sure where to slot it in, after I playtest more with the deck I'll likely find where the Behemoth fits in. In the meantime feel free to leave suggestions as to where it belongs.

These were cards added in the new Theros set that fit really well, almost perfectly, into this deck but TappetOut's data base doesn't recognize them yet so I'm putting them here so I don't forget about them. By looking on Mythic Spoiler, MTGSalvation, Magic Spoiler, or Scryfall you should be able to find these no problem:
  • Calix, Destiny's Hand
  • Dryad of Ilysian Grove
  • Archon of Sun's Grace
  • Setessan Champion

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