How to Design a Magic the Gathering Enchantress Deck

What is an Enchantress deck?

An enchantress deck revolves around the usage of cards that allow you to draw a card whenever you play an enchantment. In addition, enchantments can protect against removal from your opponent, giving you further card advantage. Winning is achieved by damage or by decking your opponent.

What are the strengths of an Enchantress deck?

An enchantress deck is strong at making your opponent's cards useless. There are enchantments that will for example prevent creatures attacks or stop spells from targeting you. When paired with the draw engine, enchantress can gain a massive amount of card advantage over your opponent.

What are the weaknesses of an Enchantress deck?

Early game is when the deck is weakest since you'll be setting up your card draw. Fast combo and fast aggro are your biggest threats. Counters can disrupt some of your key enchantments. Should you be able to draw your card draw engine or keep it on the board, your deck is extremely slow.

What cards should I use?

Utopia Sprawl – Utopia Sprawl serves as a way to accelerate your mana and to support splashes from other colors.

WIld Growth – While Wild Growth limited to enchanting forests like Utopia Sprawl, it only helps produce green mana.

Elephant Grass – Elephant Grass protects you against early rushes from decks such as Goblins and Suicide Black.

Argothian Enchantress – Argothian Enchantress is one of the few creatures you'll run in the deck. She serves as a card draw engine for when you play enchantments. While she has shroud protecting her from targeted effects, watch out for edict-type cards and board-affecting spells.

Enchantress 'Presence – Enchantress' Presence is the second half of the card draw engine with the added benefit of being an enchantment.

Sterling Grove – Sterling Grove does double duty as both protection for your enchantments and as a tutor for enchantments. With two Sterling Groves out, none of your enchantments can be targeted. Some enchantments can be run as a singleton copy with this used to fetch those copies out.

Greater Aramancy – While not having the tutor ability like Sterling Grove, Greater Aramancy does not require green mana and can protect your enchantments.

Solitary Confinement – Solitary Confinement locks the opponent out of the game while you look for your win condition. With Enchantress' Presence and Argothian Enchantress serving as your draw and double Sterling Grove protecting your enchantments, you can use this to stall until you draw your win condition.

Words of War – The usual win condition for Enchantress decks. By utilizing the massive drawing and the mana production from Serra's Sanctum, Words of War can take down your opponent in one turn.

Serra's Sanctum – Serra's Sanctum is used to fuel a large Words of War or to drop a number of enchantments in one turn. Drop this near the end of the game so that this does not get divorced by a Wasteland.

Words of Wind – Words of Wind is used in the combo version of enchantress. By returning Cloud of Faeries continuously with the words, you can untap lands enchanted to produce a gain of mana. With massive amounts of mana, you can return the entire field of your opponent to their hand.

Karmic Justice – This will protect your board from field wiping spells such as Pernicious Deed or Nevinyrral's Disk. However, be aware of Harmonic Convergence sending your enchantments to the top of your deck.

Moat – Moat is used to prevent non-flying monsters from attacking you.

Choke – Choke is a sideboard card intended to slow blue decks so you can set up your engine.

Primal Order – Primal Order is a sideboard used against land-based decks.

Leyline of Sanctity – This can be used to protect yourself against a combo deck. However, they will still have some way to return this to your hand, so this is not a permanent answer.

Runed Halo – Can be used against combo decks to delay your death or against decks with few win conditions to stall.

Ground Seal – While preventing graveyard access will help against a few decks, the real bonus is the draw this card provides. Despite its narrow application, it can fit in any enchantress deck.

Oblivion Ring – A utility answer that doubles as an enchantment.

Wheel of Sun and Moon – Counters graveyard based strategies. This card is better than Ground Seal in that it instead sends cards to the deck rather than the graveyard.

Cloud of Faeries – Used with Words of WInd to produce absurd amounts of mana.

Replenish – Recovers your board position after enchantments have been destroyed.

What are some variable deck builds?

Combo with Words of Wind

The primary combo is Words of WInd, Cloud of Faeries, and either WIld Growth or Utopia Sprawl. With Words of Wind, an enchanted land, a regular land, and Cloud of Faeries in play you can play a one-mana enchantment, tap the double land for 2 mana, use one mana to return Cloud of Faeries, then replay Cloud of Faeries , untapping both lands.

Combo with Words of War

The goal of this build is to outlast your opponent with cards such as Elephant Grass, Solitary Confinement, and Sterling Grove until you can draw a large amount of cards. At this point, you drop a Serra's Sanctum then sink that mana into Words of War, then proceed to demolish your opponent's life points.