(Sythis, Harvest's HandSythis, Harvest's Hand| Art by Ryan Yee)
Infinite Power
Did you know that EDHREC has an EDH Wiki? Go check it out, if you haven’t already. It’s written by the community for the community, and there’s a lot of cool stuff in there! Deep Analysis is series where we learn about an archetype using its Wiki page, then apply this new knowledge to build a deck.
In this article we'll be taking a look at one of the most iconic permanent-based archetype: Enchantress. Let's see what the Wiki says about it.
Enchantress is an EDH deck archetype named after the Legacy Enchantress archetype. The name derives from an obsolete creature subtype featured originally on the Alpha card Verduran Enchantress. The term “Enchantress” is a slang term that refers to a creature or enchantment that lets its controller draw a card whenever they play an enchantment.
As we can see, Enchantress is an enchantment-based archetype that uses Argothian EnchantressArgothian Enchantress-style effects to keep up a constant flow of enchantments, sometimes even leveraging it to fuel cards like Sigil of the Empty ThroneSigil of the Empty Throne or Serra's SanctumSerra's Sanctum (on higher budgets). While having just one Enchantress won't let us dig through our deck too quickly, the real power of this strategy power comes from the fact that we can easily stack multiple copies of this same effect.
Colors
Green
Green is the main color for Enchantress. It offers many of key features, such as ramp attached to a relevant card type and plenty of Enchantress effects. For green-inclusive commanders, we have a lot of flexibility both in standard Enchantresses, like Siona, Captain of the PyleasSiona, Captain of the Pyleas, or more oddballs, like Pharika, God of AfflictionPharika, God of Affliction.
White
White is a close second to green in terms of support, and is a great color to pair with green. While it doesn't offer as many Enchantress effects, it has enough tutors to compensate for the lack of draw and offers plenty of enchantment-based removal. For commanders that have white in them, we've got plenty of support-based or Aura-based legends, like Sram, Senior EdificerSram, Senior Edificer, or more midrange-oriented, like Sythis, Harvest's HandSythis, Harvest's Hand.
Blue
Blue give us clone effects, which might not seem all that relevant, but the ability to clone key enchantments can help put us over the top. One thing that the color has going for it is a great array of token-producing enchantments. Adding blue to Selesnya gives us access to plenty of powerful dedicated commanders, like Estrid, The MaskedEstrid, The Masked and Tuvasa the SunlitTuvasa the Sunlit, and it also allows us to build around Blink commanders, like Yorion, Sky NomadYorion, Sky Nomad, in case we want to double up any Constellation cards out there.
Black
Black gives us access to a more defensive line of enchantments and some great Group Slug pieces. For commanders, we have a few different types ranging from Zur the EnchanterZur the Enchanter for a toolbox-type commander, all the way to Alela, Artful ProvocateurAlela, Artful Provocateur, a token-centric commander.
Red
Red usually prefers artifacts to enchantments, but it brings a ton of aggressive enchantments that are great on Group Slug shells. We don't have that many clear-cut commanders here, but once we look a bit deeper we can find some great options, like Vaevictis Asmadi, the DireVaevictis Asmadi, the Dire, or even Mogis, God of SlaughterMogis, God of Slaughter.
Commander Choice
There are quite a few possible sub-themes an 'enchantment matters' list can choose from. If we want to be more defensive, we could choose to include a few Pillowfort pieces. If we want to be more aggressive, Aura-based Voltron can be very resilient with the combination of strong, immovable threat coupled with draw support.
Sythis, Harvest's HandSythis, Harvest's Hand is an exciting new choice for Enchantress decks out there. Her kit is pretty basic, mostly being a cheap Enchantress effect in the command zone, but the added lifegain effect makes it an interesting point for building around. Sythis guarantees that the deck runs smoothly, providing a great early game play that can bail us from awkward hands. However, this also means that we still need to figure out a gameplan, and this is where Sythis's lifegain becomes relevant. There are plenty of powerful lifegain payoffs, and many of them are enchantments.
Enchantress Components
Card Draw
Card draw is Enchantress's bread and butter, and it allow us to dominate on longer games. We should note that all of these are "draw when X", which means that if we're in top-deck mode, they can be a bit lackluster.
- Sythis, Harvest's HandSythis, Harvest's Hand
- Eidolon of BlossomsEidolon of Blossoms
- Mesa EnchantressMesa Enchantress
- Satyr EnchanterSatyr Enchanter
- Setessan ChampionSetessan Champion
- Verduran EnchantressVerduran Enchantress
- Enchantress's PresenceEnchantress's Presence
Token-Makers
These are our way to grind out wins. We won't be as explosive as your average tokens list, but we get a lot of staying power because we draw as much as any blue deck.
- The Book of Exalted DeedsThe Book of Exalted Deeds
- Archon of Sun's GraceArchon of Sun's Grace
- Crested SunmareCrested Sunmare
- Felidar RetreatFelidar Retreat
- Griffin AerieGriffin Aerie
- Sigil of the Empty ThroneSigil of the Empty Throne
Life Gain Enablers
Many of our token-producers are tied to lifegain. Our commander can get the ball rolling, but having extra pieces can certainly help pick up the momentum.
- Aetherflux ReservoirAetherflux Reservoir
- Alhammarret's ArchiveAlhammarret's Archive
- Courser of KruphixCourser of Kruphix
- Herald of the PantheonHerald of the Pantheon
- Nexus WardensNexus Wardens
- Blind ObedienceBlind Obedience
- Gift of ParadiseGift of Paradise
- Verdant HavenVerdant Haven
Removal
Having synergistic removal is quite nice when we want to cycle through our deck as fast as possible. We still need a few non-enchantment-based removal spells, to either interact with our opponents at instant speed or to simply have access to board wipes.
- Grasp of FateGrasp of Fate
- Kenrith's TransformationKenrith's Transformation
- Journey to NowhereJourney to Nowhere
- Minimus ContainmentMinimus Containment
- Oblivion RingOblivion Ring
- Seal of CleansingSeal of Cleansing
- Seal of PrimordiumSeal of Primordium
Protection
Being enchantment-based means that we're actually pretty resilient against removal. That being said, it doesn't hurt to pack some extra protection.
- Destiny SpinnerDestiny Spinner
- Karmic JusticeKarmic Justice
- Privileged PositionPrivileged Position
- Sterling GroveSterling Grove
- Heroic InterventionHeroic Intervention
- Teferi's ProtectionTeferi's Protection
Recursion
A few recursion pieces is great for Enchantress because we tend to dig through our deck very fast and having access to them allow us to replay some of the more important cards in the match up.
- AuramancerAuramancer
- Sun TitanSun Titan
- Open the VaultsOpen the Vaults
- Triumphant ReckoningTriumphant Reckoning
Ramp
Having plenty of options to tribal specific ramp is always useful. Each of these pieces are efficient on their own, but when we add card draw on top of them, it's easy to see how they can push us over the top.
- Sanctum WeaverSanctum Weaver
- Dawn's ReflectionDawn's Reflection
- Fertile GroundFertile Ground
- Gift of ParadiseGift of Paradise
- Market FestivalMarket Festival
- New HorizonsNew Horizons
- Omen of the HuntOmen of the Hunt
- OvergrowthOvergrowth
- Utopia SprawlUtopia Sprawl
- Verdant HavenVerdant Haven
- Weirding WoodWeirding Wood
- Wild GrowthWild Growth
- Wolfwillow HavenWolfwillow Haven
Sythis Enchantress
View on ArchidektCommander (1)
- 1 *Sythis, Harvest's Hand*Sythis, Harvest's Hand
Enchantment (29)
- 1 *Utopia Sprawl*Utopia Sprawl
- 1 *Wild Growth*Wild Growth
- 1 *Blind Obedience*Blind Obedience
- 1 *Fertile Ground*Fertile Ground
- 1 *Griffin Aerie*Griffin Aerie
- 1 *Journey to Nowhere*Journey to Nowhere
- 1 *Kenrith's Transformation*Kenrith's Transformation
- 1 *Seal of Cleansing*Seal of Cleansing
- 1 *Seal of Primordium*Seal of Primordium
- 1 *Sterling Grove*Sterling Grove
- 1 *Wolfwillow Haven*Wolfwillow Haven
- 1 *Enchantress's Presence*Enchantress's Presence
- 1 *Gift of Paradise*Gift of Paradise
- 1 *Grasp of Fate*Grasp of Fate
- 1 *Karmic Guide*Karmic Guide
- 1 *Minimus Containment*Minimus Containment
- 1 *New Horizons*New Horizons
- 1 *Oblivion Ring*Oblivion Ring
- 1 *Omen of the Hunt*Omen of the Hunt
- 1 *Overgrowth*Overgrowth
- 1 *Verdant Haven*Verdant Haven
- 1 *Weirding Wood*Weirding Wood
- 1 *Annointed Procession*Annointed Procession
- 1 *Dawn's Reflection*Dawn's Reflection
- 1 *Felidar Retreat*Felidar Retreat
- 1 *Market Festival*Market Festival
- 1 *Parallel Lives*Parallel Lives
- 1 *Privileged Position*Privileged Position
- 1 *Sigil of the Empty Throne*Sigil of the Empty Throne
Artifact (4)
- 1 *Sol Ring*Sol Ring
- 1 *the Book of Exalted Deeds*the Book of Exalted Deeds
- 1 *Aetherflux Reservoir*Aetherflux Reservoir
- 1 *Alhammarret's Archive*Alhammarret's Archive
Instant (6)
- 1 *Enlightened Tutor*Enlightened Tutor
- 1 *Nature's Claim*Nature's Claim
- 1 *Path to Exile*Path to Exile
- 1 *Swords to Plowshares*Swords to Plowshares
- 1 *Heroic Intervention*Heroic Intervention
- 1 *Teferi's Protection*Teferi's Protection
Creature (19)
- 1 *Destiny Spinner*Destiny Spinner
- 1 *Herald of the Pantheon*Herald of the Pantheon
- 1 *Sanctum Weaver*Sanctum Weaver
- 1 *Starfield Mystic*Starfield Mystic
- 1 *Auramancer*Auramancer
- 1 *Courser of Kruphix*Courser of Kruphix
- 1 *Dryad of the Ilysian Grove*Dryad of the Ilysian Grove
- 1 *Mesa Enchantress*Mesa Enchantress
- 1 *Nexus Wardens*Nexus Wardens
- 1 *Satyr Enchanter*Satyr Enchanter
- 1 *Setessan Champion*Setessan Champion
- 1 *Starnheim Courser*Starnheim Courser
- 1 *Verduran Enchantress*Verduran Enchantress
- 1 *Archon of Sun's Grace*Archon of Sun's Grace
- 1 *Eidolon of Blossoms*Eidolon of Blossoms
- 1 *Archangel of Thune*Archangel of Thune
- 1 *Celestial Ancient*Celestial Ancient
- 1 *Crested Sunmare*Crested Sunmare
- 1 *Sun Titan*Sun Titan
Sorcery (5)
- 1 *Day of Judgment*Day of Judgment
- 1 *Wrath of God*Wrath of God
- 1 *Austere Command*Austere Command
- 1 *Open the Vaults*Open the Vaults
- 1 *Triumph Reckoning*Triumph Reckoning
Land (36)
- 1 *Branchloft Pathway*Branchloft Pathway
- 1 *Canopy Vista*Canopy Vista
- 1 *Command Tower*Command Tower
- 1 *Fabled Passage*Fabled Passage
- 1 *Ghost Quarter*Ghost Quarter
- 1 *Hall of Heliod's Generosity*Hall of Heliod's Generosity
- 1 *Prismatic Vista*Prismatic Vista
- 1 *Scattered Grove*Scattered Grove
- 1 *Sunpetal Grove*Sunpetal Grove
- 1 *Tectonic Edge*Tectonic Edge
- 1 *Temple Garden*Temple Garden
- 1 *Temple of Plenty*Temple of Plenty
- 1 *Yavimaya, Cradle of Growth*Yavimaya, Cradle of Growth
- 12 ForestForest
- 11 PlainsPlains
Final Lessons
Enchantress decks are extremely susceptible to enchantment-specific board wipes such as Austere Command, Merciless Eviction, or Bane of Progress, which can set their entire strategy back to square one.
If an Enchantress player isn't able to find an Enchantress effect or keep them in play, they may not be able to get their card advantage engine started, and will struggle to gain momentum or keep pace with their opponents.
Even if they have drawn lots of card, Enchantress players may 'stall out' if they do not draw enough enchantment spells to cast and trigger their draw abilities. A low density of enchantments can halt an Enchantress player's momentum.
One of the advantages of being an enchantment-based archetype is its ability to dodge plenty of removal. However, this comes at the cost of being vulnerable to mass enchantment removal. We have a few ways to deal with those:. The first are protection spells, like Teferi's ProtectionTeferi's Protection and Heroic InterventionHeroic Intervention. The second are our recursion spells, which are less obvious, but the fact that some of our Enchantresses aren't enchantments means that we get to rebuild fast even after getting wiped.
Synergy-based strategies have a lot of trouble when they can't find their pieces. In this area Sythis helps a lot because she's a cheap Enchantress that's always available to us. Drawing the wrong spells, too many reactive enchantments on an empty board, or drawing too many OvergrowthOvergrowth effects can quickly stall us out. Our deck is slow and takes its time to provide a solid clock, so not being online sooner might mean that we can lose to some random haymaker from our opponents.
The End
That’s it for this article. Now I want to hear from you! Share your thoughts on this list or on Enchantress decks in general. What archetype do you want to see covered next?
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