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Sigarda's Army of Enchanters

Commander / EDH Enchant GW (Selesnya)

GreatBrandini


Before I begin, I want to credit s0up as the person I first found to build an Enchantress Sigarda deck. My build is heavily inspired by his deck/primer and has quickly turned into one of my favorite decks to pilot and I'd love to share my additions to an amazing deck.

Making cuts to this deck proved to be excruciating at first, many of the cards on the original list served multiple purposes and I found myself trying to replace cards 1 for 1, only to discover that removing a card like Spirit Bonds ended up cutting a card that protects your creatures, adds more tokens to the battlefield, and cantrips cheaply with the Enchantresses. Over time, I started to drift away from the heavy token theme of the deck and started shifting into a low to the ground, pillow-fort style Enchantress deck that eventually overwhelms the board with value and some massive beaters. Many of my changes showcase my transition to relying upon my Enchanters to fuel my value engine.

Upon playing around with the deck, I soon discovered just how difficult supporting a human tribal deck was without making an express focus of supporting them. The more I tried to reinforce my Enchanters, the weaker I was making my primary wincon of going wide with humans. This led to me cutting most of my human support over time in favor of a few more powerful humans, more of a transition to angel tokens, and more powerful enchantments. I also added in some more ways to control the board and slow down my opponents who happen to be faster than us. It's never fun staring at an Aristocrats deck that is left unattended and wishing you'd left in a few more ways to make yourself scary in the early game.

As I mentioned above, human support is not considered much anymore in my current build. Therefore, I won't cover any of the humans or human support cards that were removed and will instead go over some of the cards that might not be obvious as to why they're gone.

Condemn Oblation Smite I ended up removing these 3 for similar reasons, they aren't enchantment based. Condemn has the least downside out of the 3, but the number of times I've stared at insane value engine creatures like Metalworker , Nekusar, or Torbran has led me to cut these worse copies of Swords to Plowshares.

Gaea's Anthem , Honor of the Pure , Glorious Anthem With the lack of an emphasis on swinging wide with several humans, these 3 anthems start to lose value as they overall fail to add enough to our boardstate to justify keeping over some of the cards that ultimately replaced them.

Ethereal Armor , Helm of the Gods , Crusader of Odric , Eidolon of Countless Battles These cards were cut primarily as I distanced myself away from doing a voltron style wincon and as my creature base diminished. Of the 4, Ethereal Armor is the most likely to see a come back, seeing as how it will usually add an insane amount of power to one of your creatures for only W

Heliod's Pilgrim , Open the Armory , Rampant Growth As I filled in more of my deck, I found I had less of a need for Auras as I did for regular enchantments, and Rampant Growth doesn't cantrip like almost every other piece of ramp in my deck.

Seeing as my Ramp package probably is more potent than the original, I'll skip on detailing my decisions on cuts.

Auramancer was cut due to running across too many times where I couldn't return a specific enchantment to my hand because I had already needed to exile it to Sigarda for extra blockers. Graveyard recursion isn't something I found to be reliable most of the time.

Lifecrafter's Bestiary sadly, this piece is an artifact and it requires extra mana to be spent to draw off of creature spells only, something that we don't run nearly as many of in this build.

Harmonize , Mentor of the Meek , Shamanic Revelation All cut due to less reliance on creatures in our deck as well as increasing the effectiveness of our enchanters.

Argothian Enchantress no, I'm not stupid, this card just so happens to be nearly impossible to get ahold of at my LGS, so I'm waiting to order one online.

So with all of these cards removed, what have we added in to replace the holes in our deck?

Seal of Cleansing / Seal of Primordium These cards are absolutely bonkers in this deck. Typically removal's only purpose is to clean up your opponent's boardstate, but these 2 cantrip off of our Enchanters and can dissuade our opponents from playing down their powerhouse cards. Not to mention that nobody is willing to use targeted removal on a permanent you are perfectly fine using. Nature's Claim and Krosan Grip both pale in comparison to what we can reasonably expect from these 2 cards.

Aura Shards , Beast Within don't think I need to explain how good these cards are.

Lignify I tend to prefer aura based removal than the Oblivion Ring type cards as killing the now 0/4 creature is much easier to pull off, and if the creature does die, it eliminates the downside of if the enchantment gets removed.

Conclave Tribunal Despite me saying that I dislike O-Ring effects, being able to potentially cast 1 for free is well worth my perceived downside to the card.

Mirari's Wake Another card that needs no justification for adding to the deck

Maja, Bretagard Protector An excellent new addition to the deck. Despite only giving +1/+1, she also manages to pump out more humans for us to block with and is a human herself, which still has the value of allowing her the Protection offered by Sigarda.

Avacyn, Angel of Hope As well as being a powerhouse, she offers us something no Enchantment can, Indestructibility for our Enchantments

Divine Visitation What more can a guy want than having Luminarch Ascension in the command zone while this is out? Not even getting into all of our other token makers

Eldrazi Conscription This card currently is the card replacing Ethereal Armor, and for good reason. It gives a massive buff, and is one of 2 ways we have of giving Sigarda trample, something that is becoming more necessary with the number of Ranar the Ever-Watchful decks I've begun encountering that can chump Sigarda for days. This card can also come down immediately after a board wipe and instantly have your opponents start panicking. Biggest downside of this card (besides it's CMC) is the flavor fail of Sigarda succumbing to the Eldrazi. Fun Fact for those unfamiliar, but Sigarda was Bruna, the Fading Light and Gisela, the Broken Blade 's sister, and she was the only one of the 4 most prevalent angels on Innistrad to not succumb to Emrakul's madness, the other being Avacyn, the Purifier .

Kodama of the East Tree an excellent way to get even more creatures, enchantments, and especially land onto the battlefield. Another card that synergizes well with Sigarda's activated abilities.

Idyllic Tutor the card that ended up replacing Heliod's Pilgrim , fuctions much better at finding exactly the card we need and putting it into our hand. Eventually plan on replacing this with Sterling Grove

Arcane Signet Obvious auto-include

Font of Fertility for those of you who watch The Commander's Quarters, you know how powerful Wayfarer's Bauble is, this is the same card but as an enchantment so it also cantrips us.

Growing Rites of Itlimoc   Can draw us a card on it's own, and who doesn't want a Gaea's Cradle ?

Karametra, God of Harvests probably our single best ramp spell in our deck. Difficult to remove and turns all of our enchanters into ramp spells. This card will win you games.

Khalni Heart Expedition one of our weaker ramp spells, but an enchantment-based land tutor is really nice

Legion's Landing   W drop enchantment that spits out a lifelink token we can eventually copy with either a populate effect, or by flipping the enchantment. Early game it's only a 1/1, late game it cantrips and gives you a lifelink beater

Mana Bloom This card is a little awkward to use, but it essentially should be used as a repeatable cantrip by always making X=1. Can also be used early to give you some temporary ramp.

Smothering Tithe we all are familiar with this card, moving on.

Starfield Mystic Mana reducer who can get pretty beefy through either our opponents blowing up our enchantments, or through our self sacrificing enchantments.

The Great Henge As much as I dislike running Artifacts in Sigarda, this card just does too much to not be worth running.

Utopia Sprawl Basically another Wild Growth, but we'll probably pick W to fix our mana

Elspeth, Sun's Champion Makes obscene numbers of tokens and functions as one of our 2 board wipes.

Rhys the Redeemed slightly less efficient than our commander at making tokens early game, late game he can start pumping out tons of angels, all on a 1 drop.

Trostani, Selesnya's Voice another way for us to generate some extra 1/1s worst case scenario, extra 4/4s best case which is better value than Sigarda's ability which can easily run out of fuel. The life gain she gives has actually managed to win me games, much to my surprise given how little love life gain has in Commander.

Satyr Enchanter Mediocre for an enchanter, but the colors aren't too restrictive compared to Verduran Enchantress . Also lacks the Human type so it's our most vulnerable enchanter

Setessan Champion Our most powerful Enchanter. He can easily turn into a massive beater on his own, and his Constellation means he triggers off of any enchantments we get back with Starfield of Nyx or from Kodama of the East Tree

Champion of Lambholt another beater who can make our board unblockable. Pretty much a better Frontline Medic

Rancor our other source of trample. A 1 drop that can recur itself to be cast multiple times.

Doomskar Excellent board wipe that can be saved early from hand manipulation/wheels and is mostly used for 3 mana.

Arachnoform Cheap aura to turn Sigarda into a human while pumping her

Cosmic Intervention Great board protection. If you ever suspect a crippling board wipe, Foretell this card and just hold up 2 mana. No downsides to Foretelling the card

Delaying Shield Interesting card I'm experimenting with. I like the idea of stopping infect, commander damage, lifelink (possibly, need to double check rulings), and it gets around "damage can't be prevented" which voltron decks love. Can also be destroyed with a Seal on our upkeep to save us from a ton of damage if needed.

Glare of Subdual Excellent way to tap down our opponent's biggest threats and mana rocks during their upkeep, or tap down some blockers before our turn.

Greater Auramancy 2 drop that protects our most valuable assets from targeted removal. Combo with Privileged Position to completely shut down your opponent's targeted removal.

Hall of Gemstone Another experimental card for my deck. Neuter any 3+ color deck, making casting counterspells nearly impossible during your turn as you will never pick Blue or Red. The vast majority of our spells aren't hit by this, but we'll be relying on our land auras and Arcane signet to play around this effect.

Karmic Justice Our biggest means of protecting our enchantments from board wipes. This card must be answered beforehand, or we will pretty much remove them from the game

Obscuring Haze A free 1 sided fog that is almost never expected when you're tapped out.

Privileged Position Protects Sigarda and all of our other permanents. Again, combo with Greater Auramancy to become untargetable.

Teferi's Protection Protects us from the biggest treats that our board can't handle. Not a "I'm not going to lose this turn" card as much as a "I'm going to win on my next turn card'

Noteworthy non-spell includes.

Krosan Verge Ramp that can get 2 duals for us. Great for pulling our tapped duals

Dryad Arbor will typically be tutored up with Karametra or Krosan Verge, particularly to proc Cathars' Crusade , Guardian Project , The Great Henge , Aura Shards , Growing Rites of Itlimoc  , Trostani, Selesnya's Voice , or Champion of Lambholt

Emeria, The Sky Ruin with the number of duals we have as well as Krosan Verge and Karametra, getting this card online is very doable and is a great way to return our slain enchanters

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95% Casual

Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

46 - 0 Rares

14 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 3.42
Tokens Angel 4/4 W, Angel 4/4 W w/ Vigilance, Beast 3/3 G, Copy Clone, Elf Warrior 1/1 GW, Emblem Elspeth, Sun's Champion, Human Cleric 1/1 BW, Human Soldier 1/1 W, Human Warrior 1/1 W, Soldier 1/1 W, Treasure, Vampire 1/1 W
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