Enchantress
Enchantress decks run a high density of enchantments and use "enchantress" effects (draw a card whenever you cast an enchantment) to generate massive card advantage. Each enchantment you cast replaces itself, so you chain through your deck while building a board of powerful enchantments.
How it works
- Deploy enchantress effects (Mesa Enchantress, Enchantress's Presence, Eidolon of Blossoms)
- Cast enchantments, drawing cards for each one
- Build a board of enchantment-based effects (removal, protection, win conditions)
- Win through enchantment-based combos or creature beatdown with enchantment synergy
Key cards
Enchantress effects:
- Mesa Enchantress — draw a card when you cast an enchantment
- Enchantress's Presence — same, as an enchantment itself
- Eidolon of Blossoms — constellation: draw when any enchantment enters your battlefield
- Sythis Harvest's Hand — draw and gain 1 life per enchantment cast. Commander option.
High-value enchantments:
- Mirari's Wake — your creatures get +1/+1, your lands tap for double. Mana doubler and anthem.
- Smothering Tithe — Treasure generation
- Rhystic Study — draw engine
- Sterling Grove — gives your enchantments shroud and can sacrifice to tutor an enchantment
- Greater Auramancy — gives your enchantments shroud
Win conditions:
- Sigil of the Empty Throne — create a 4/4 Angel when you cast an enchantment. Your enchantments now also make flying threats.
- Hallowed Haunting — creates Spirit tokens and gives them flying and vigilance. Scales with enchantment count.
- Sphere of Safety + Starfield of Nyx — your enchantments become creatures. Attack with your board of enchantments.
Strengths
Card advantage. Every enchantment draws a card. You never run out of options.
Board resilience. Enchantments are harder to remove than creatures. Most decks have creature removal but less enchantment removal.
Self-sustaining. The draw engine fuels itself. Cast enchantment, draw card, cast the next enchantment.
Weaknesses
Enchantment hate. Bane of Progress, Back to Nature, Cleansing Meditation. One card destroys your entire board.
Slow to win. Building an enchantment board takes time. Without a finisher, you're just sitting behind enchantments generating value.
Color restrictions. White and green have the best enchantment support. The archetype is somewhat color-locked.
Popular commanders
Sythis Harvest's Hand (G/W) — built-in enchantress effect in the command zone. 2 mana, draws and gains life.
Tuvasa the Sunlit (G/W/U) — draws when you cast your first enchantment each turn, gets bigger with enchantments you control.
Uril the Miststalker (R/G/W) — aura-focused enchantress that overlaps with Voltron. Hexproof plus +2/+2 per aura.
Typical colors
Green and white are core (enchantress effects, best enchantments). Blue adds Rhystic Study and card draw. Selesnya (G/W) or Bant (G/W/U) are standard.
Ratio adjustments
| Category | Standard | Enchantress |
|---|---|---|
| Enchantments (total) | varies | 30-40 |
| Enchantress effects | — | 5-8 |
| Enchantment protection | — | 2-4 |
| Creatures | ~20-25 | 10-15 |
| Win conditions | 7-10 | 4-6 (enchantment-based) |
| Removal (enchantment-based) | 8-12 | 6-10 (Oblivion Ring effects, Banishing Light) |