Welcome to The Enchanting Nymph!

Hi there! Welcome to the description of this Selesnya, enchantment- and removal-themed deck; commanded by Sythis, Harvest's Hand. Many powerful spells have been cast within the multiverse, but few are as potent as enchantments. Permanent manifestations of magical energies on the battlefield. Complex weave-knots that once spun will prove very hard to untangle by all but the most skilled mages. Entities who try their hand at such craft are the sworn enemies of this deck's commander. As a matter of fact, she protects enchantments because to a large degree, they’re her primary source of power. She can draw life- and mind-force alike from every enchanted-manifestation. She harnesses it, channels it and ensures that it flows into the army over which she’s been given command. Driven by a responsibility to protect what has been entrusted to her by Karametra; the deity with whom she’s grown as close as a mother and daughter would. There’s no way in the nine hells Sythis will ever let her patron goddess down, not even when you’re standing in her way. Are you ready to test her degree of commitment? This deck is meant to be played casually. It’s not meant to be used in a competitive fashion, but of course anyone is welcome to try! Feel free to comment on anything you (dis)like throughout this description; hope you will enjoy it!

Sythis, Harvest's Hand is incredible value. Every enchantment cast leads to life-gain and more importantly; draw! For a CMC2 creature, that’s very strong. She requires some protection though, as opponents are bound to get worried by the number of boons she delivers. Fortunately, the spells that can provide this also ensure she can provide even more value! Imagine that.

The following parameters have been used to determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) has been allocated; when totalized this score represents the power rating of the deck.

  • Mana: indicates the availability of energy-sources within the deck.
  • Ramp: indicates the speed at which mana sources within the deck can be made available.
  • Card Advantage: indicates availability of filter- and draw resources represented within the deck.
  • Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
  • Combo: indicates the measure of combo-orientation of the deck.
  • Army: indicates the deck’s creature-army strength.
  • Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
  • Resilience: indicates the measure in which the deck can prevent and take punches.
  • Spellpower: indicates the availability and strength of high-impact spells.

Mana: 2

Energy requirements for this deck are not huge, so it didn’t make sense to add loads of options to provide additional energy. The cards added to support a bit in this way, are one very effective mana dork, a mechanism that untaps lands upon a successful attack and three enchantments that expand a land’s mana-generation capacity.

Ramp: 2

The same principle that applied to the ‘Mana’-section, applies here. Not that much is needed in terms of land fetching. Therefore, choices were settled on two land-fetch sorceries and a single enchantment.

Card Advantage: 4

Enchantments being cast or hitting the battlefield can both be great sources of CA. The deck contains nine permanent options that will allow for such. Additionally, there’s a tutor for enchantments, should one have the need to search for a specific one.

Overall speed: 5

With a low average casting cost and a cheap-to-cast commander that facilitates additional draw by herself, this deck is usually able to start out strong and draw first blood. Said pain doesn’t need to come in the form of combat damage, there’s plenty of cheap ways to inhibit the opposition with enchantments.

Combo: 1

Nothing of truly infinite proportions has been added to this deck; it’s too much fun to prosper from the synergies featured in here and win through conventional means.

Army: 2

This deck doesn’t lean so much on its armed forces, at least not during the early game and only partway through the mid-game. Therefore, its forces are mostly focused on utility and on ensuring there’s some decent defense built up while the deck’s busy disabling opponents. During later phases, the deck will lean on token generation and several interesting creature boosters.

Commander: 4

During early phases, having Sythis, Harvest's Hand on the field will be exceptionally powerful and one of the major ways with which the deck can pull game-balance in its favor. However, draw upon the casting/ETB of enchantments is well-represented within the deck, and plenty of redundancy exists to take over from her should she become harder to cast.

Interaction: 5

One of the key features of this deck. Opposing permanents beware, for there are numerous forms of removal (fourteen options in total) available to get rid of you. Should this not be enough to deter, then one can also choose to inhibit options (with no fewer than seven cards) or even disable (two cards).

Resilience: 4

Aside from offering the methods to deter opposing plans through inhibition, the deck is also quite good at offering life-gain options (five cards) and providing some solid protection against removal.

Spellpower: 4

One of the deck’s other core aspects. Spellcasting is what it does, and powerful enchantments is what it does very well. Quite a few only target single creatures/permanents, but others have a much more widespread effect (twelve cards in all). Some mass protection and even mass recursion round out the stronger side of its spell arsenal.


Total power score: 33

A decently powerful deck. It’s good at making issues go away and ensuring the opposition won’t be able to hurt its controller significantly. Resources are readily available and most cards within this deck aren’t that expensive to cast (not even the stronger boosters). It can whip out a decent token army and even turn something very Voltron. Its hardest match-up would probably be a mill-deck; it can deal with most other deck-types.

Winning is best achieved by creating more value than one’s opponents. Sythis, Harvest's Hand makes this relatively easy by allowing draw whenever one casts one of the deck’s forty enchantments. Once the first resources have been cast, focus on disabling as much of the opponents’ value as possible by exiling or disabling it, while simultaneously benefiting from this through the generation of more draw, the creation of token armies or even the upgrading of a creature to Voltron-like stature.

At least three cards in the starting hand ought to be lands (or two lands and a cheap-to-cast ramp spell like Land Tax, Nature's Lore or Three Visits. This is a must; it’s not recommended to start a game without this hand (even if one has to mulligan down to three cards). The ideal hand would also contain some additional low-cost draw options.

Let’s start by getting some resources on the battlefield. Ideally, the first card summoned ought to be Sythis herself, as most cards following in her wake will provide more draw as a result. Once she’s down, any of the cards in the above section should follow, though it would be better to have value-providing enchantments follow her in. We’re talking cards like Fertile Ground, Sanctum Weaver, Utopia Sprawl or Wild Growth. For some early draw to support Sythis, one ought to be looking for options like Esper Sentinel, Kor Spiritdancer, Mesa Enchantress or Verduran Enchantress. This phase ends with some of the above available.

Now one needs to start aiming for two objectives: reducing opposing value while simultaneously increasing one’s own. On the opposing side, one aims to make things either disappear or become completely useless. Exiling stuff can be done by using enchantments like Banishing Light, Grasp of Fate, Journey to Nowhere, Sheltered by Ghosts and Trapped in the Screen. Reducing valuable permanents to a lump of useless matter is achieved through the use of cards like Beast Within, Darksteel Mutation, Generous Gift, Lignify and Null Rod. One could even consider Aura Shards or Karmic Justice to vaporize useless matter into free-floating atoms. To ensure no one challenges these methods, it’s possibly to deploy cards like Greater Auramancy or Sterling Grove.

While one’s busy reducing opposing opportunities, one would benefit from the use of such spells to the full extent of one’s powers. Enter cards that generate tokens based on enchantment casting/ETB’s. Favorite options for this include Ajani's Chosen, Archon of Sun's Grace, Hallowed Haunting and of course Sigil of the Empty Throne. With tokens entering the field as the result of summoning enchantments, let’s also add opportunities to make them stronger. This can be done through cards such as Archangel of Thune, Celestial Ancient and Heliod, Sun-Crowned.

By the time one reaches double-digit numbered turns, some opponents ought to have been eliminated due to their forces being reduced to much weaker states (which allowed opponents with an edge to triumph over such players). Some excellent end-game cards to be used by now, would be options like Luminarch Ascension (generates masses of strong fliers at very little cost, if one can keep from being harmed for a few turns), Ondu Spiritdancer (to copy all imposing enchantments at least once) and/or Sphere of Safety (makes it night impossible for opponents to attack you at this stage, unless they have vast quantities of mana at their disposal).

Should any of the above not be available, why not try to turn a creature into a massive Voltron behemoth (using enchantments of course)? Cards like All That Glitters, Ancestral Mask, Ethereal Armor, Shield of the Oversoul, Strong Back and Well Rested can all assist at turning any random critter into an unstoppable force of enchanted might.

Reliable sources of mana, and some utility:

The cards used to accelerate mana-availability:

  • Bear Umbra: first cast stuff using mana from lands, then attack a player that can’t defend himself against the creature wearing this totem. Finally, untap all lands you just used to cast more stuff.
  • Fertile Ground: ensures a bit more mana from the land it enchants.
  • Land Tax: exceptionally strong land tutor. Can only be used if one’s behind on land-count, but in return one can fetch three basic lands (maximum).
  • Nature's Lore/Three Visits: grab a forest, put it onto the battlefield and use it immediately. There are few better (single) land tutors.
  • Sanctum Weaver: the number of enchantments within this deck ensures that this mana-dork will be able to generate a massive amount of mana.
  • Utopia Sprawl: why just add when tapping that forest? With this it’s possible add . Or even !
  • Wild Growth: more green mana from a single land never hurt nobody!

The mechanisms that provide card advantage:

Nope, we’re not going to have any of that!

  • Aura Shards: every creature entering on this side of the battlefield will destroy an opposing artifact or enchantment, should one want to. Essentially destroys opposing artifact/enchantment capability when combined with sufficient token generation.
  • Authority of the Consuls: excellent at reducing speed of opposing decks; especially when it comes to combat and creature utility.
  • Banishing Light: if you can’t beat them, exile them.
  • Beast Within: usually reserved for getting rid of non-creature permanents.
  • Darksteel Mutation: one of the best ways to disable opposing commanders.
  • Generous Gift: another great removal spell for non-creature permanents.
  • Ghostly Prison: taxing the aggressor is a great way to deescalate the situation.
  • Grand Abolisher: counterspells are a thing of the past when he’s around.
  • Grasp of Fate: for the same cost as some other banishment spells that target single permanents, this beauty can target three (one per pod-member).
  • Journey to Nowhere: cheap banishment enchantment.
  • Karmic Justice: of course you can try to destroy this deck’s permanents, this comes at significant cost though …
  • Lignify: it’s usually not necessary to fear trees.
  • Null Rod: your objects, your treasure … they’re of so little use they might as well be used as doorstops.
  • Oblivion Ring: another excellent banishment enchantment.
  • Path to Exile: that creature is lost to space and time; you’ll get back a land though!
  • Prison Term: another wonderful enchantment-inhibitor of commanders.
  • Sheltered by Ghosts: acts as the super-charged version of a normal banishment spell that grants some interesting combat-boons to one of the deck’s creatures.
  • Swords to Plowshares: exiling a troublemaker in exchange for some life is usually a good deal.
  • Trapped in the Screen: a banishment with a ward score; difficult to remove.

You think you can hurt me?

  • Aegis of the Gods: targeted shenanigans against this deck’s controller will be a thing of the past when he’s around.
  • Flickering Ward: it has protection against white! No, wait! Protection against red!
  • Greater Auramancy: the forty enchantments in this deck have just been given totem armor.
  • Heliod, Sun-Crowned: can grant something lifelink at negligible cost and strengthens either creatures or enchantments whenever life is gained; an exceptionally strong enchantment and possibly a very strong creature as well.
  • Heroic Intervention: turns one’s army into a horde of diamond spell-reflectors.
  • Replenish: the answer to mass enchantment removal.
  • Sphere of Safety: the ultimate protection against attacks, is to just ensure that attacks will never have the power to land. Becomes especially powerful when linked with cards that provide protection to enchantments.
  • Sun Titan: gets back most permanents in this deck with an attack.
  • Sterling Grove: an enchantment tutor, but also a copy of Greater Auramancy in most respects, which makes it ideal to be used alongside it as that way all one’s enchantments then have shroud.
  • Teferi's Protection: phases the whole shebang on this side off the battlefield, in case of incoming wipes or other issues one wants to save their battlefield-state from.

Weavings of magical force bring forth life and power!

  • Ajani's Chosen: generating lions for every enchantment that enters the battlefield.
  • Archangel of Thune: a strong booster of the deck’s tokens whenever she attacks. Works wonders when combined with Sythis because of her ability.
  • Archon of Sun's Grace: flyer tokens upon every enchantment-casting; that’s even more awesome!
  • Calix, Guided by Fate: a nice booster for creatures in this deck and an even greater enchantment token generator.
  • Celestial Ancient: casting enchantments can now be used to enhance the capabilities of the deck’s fighting force.
  • Cleric Class: increases one’s lifegain, but with enough mana pumped into this it can also strengthen stuff based on said lifegain, and even act as a one-time use Sun Titan.
  • Destiny Spinner: counter-counter mechanism but can also generate an elemental behemoth when the situation calls for one.
  • Hallowed Haunting: spirit power! The boosts are nice too and will usually become available due to the deck’s enchantment-count.
  • Luminarch Ascension: if this deck’s controller can be kept from harm, this enchantment will allow for the churning out of Angels like nothing else.
  • Ondu Spiritdancer: enchantments are powerful by themselves, but when one can also copy each one that’s cast, power-balance will be heavily skewed on one’s favor.
  • Rashel, Fist of Torm: either tremendously overpowers through an already over-powered Sythis, or one enchants her and double-strikes oneself to victory!
  • Sigil of the Empty Throne: enchantment-casting equals Angel tokens? Sign us up!

Enchantments can turn the weak into the strong!

Appreciate the time you took to read this description. Hopefully it was entertaining and useful to you. If so, feel free to leave a +1 and/or feedback of any kind in the comments below. Thanks again!

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Casual

94% Competitive

Revision 2 See all

(1 month ago)

+1 Calix, Guided by Fate main
-1 Idyllic Tutor main