ReConstructed

Enchantress to Meet You

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The letter I!t's finally time.


All of Theros block I've been waiting to get to the enchantment-matters cards – and if the decks all of you out there sent in for this week are any indication, so have you! With the advent of Journey into Nyx, it's finally a truly viable option to make an enchantment-centric deck.

And what better way to explore this new Standard world than by using one of the headlining constellation cards: Eidolon of Blossoms.

Eidolon of Blossoms | Art by Min Yum

Let's take a look at what a new age "enchantress" deck might look like. Today's deck submission comes from the internet entity known as Qoarl:

Qoarl’s Nyx-Fleece Pillow
Standard

Main Deck

54 cards

Forest
Mutavault
Plains
Selesnya Guildgate
Temple of Plenty

20 lands

Courser of Kruphix
4  Eidolon of Blossoms
4  Nyx-Fleece Ram

12 creatures

Arrest
Blind Obedience
Gift of Immortality
Martial Law
Pacifism
Primeval Bounty
Sphere of Safety

22 other spells


The Battle Plan

Years ago in Standard (and currently in formats like Legacy) there was a well-known deck called Enchantress.


This deck used innocuous cards like Argothian Enchantress and Enchantress's Presence to draw a ridiculous amount of cards. Every enchantment chained into another, and then when multiple enchantresses got rolling you would have a full grip of cards to crush your opponents with (all more enchantments, naturally.)

So, how does a deck like this stack up?

Unlike enchantress decks of days past, this deck has enchantment creatures to help build in a stopgap against opposing creatures. There's only one "enchantress" to use and it's a bit fragile, but that's okay. There are a few other enchantress-like effects this deck can use and take massive advantage of. For example, Ajani's Chosen: While not an enchantress in the traditional sense, this card still helps you conjure an army of 2/2s you can march into battle.

What's all of this building toward? Well, Sphere of Safety can quickly stop your opponent from attacking. At that point, it's not too long until a Primeval Bounty takes over and starts ending the game.

The key to this deck is going to be streamlining it to the essentials and trying to get the engine online as quickly as possible. Decks in today's Standard all tend to try to get something going quickly, and you can't afford to fall behind before your enchantress core is even working.

Ready? Let's take a look!

Deck Breakdown

What is enchanting enough to stay and what can go? It's time to go through the deck card-by-card and talk about it!

 

The cornerstone of this archetype is the Eidolon. You want to draw as many as possible every game – no way we're playing fewer than four.

One thing worth noting is that the Eidolon is fragile. I think the temptation will be to not cast it if you sense your opponent has a removal spell. However, in reality, you need this card to stick and that removal spell in their hand isn't going anywhere. I'd just cast it whenever you have the opportunity. You're going to just have to overload their removal spells – and fortunately, there's a card to help with that...

 

While drawing cards is definitely what an enchantress deck wants to be doing, making a bunch of 2/2s isn't too shabby either. Between Ajani's Chosen and Eidolon, hopefully you can just keep casting cards that thrive on enchantments. I definitely want to be playing four of these to help with having as many of your engine pieces tomorrow as possible.

Another key way to overload their removal and to find these kinds of cards consistently is to have extra card drawing. And by playing mostly enchantments, we're rewarded with one of the best options out there: Kruphix's Insight.

Kruphix's Insight can draw you up to three enchantments for three mana. In this deck, the odds aren't quite at three enchantments most times, but even if you're finding two, you're "drawing" two guaranteed spells. That's another card I'm definitely going to want four of as well.

 

Enchantment? Check. 2/4 body that blocks nicely? Check. Ability to net you cards and ensure you draw spells? Check. It's not quite Exploration, but the Courser does tons of great things that this deck wants. I would definitely stick with four of these.

 

I really love this card. A 0/5 that gains me life and allows my game plan to come to fruition? Awesome!

However, a deck like this only has so many spaces. You identify the core engine cards, and suddenly you're already running up against the edges of how many cards you can add. And a 0/5 body is nice, but how many Desecration Demons is it going to be blocking? It doesn't fare much better against world eaters either. If your opponent is playing a slower, more controlling deck then this card is especially weak.

This deck definitely needs answers to creatures – but we can play others. Leave the Rams for the sideboard.

 

This deck is both looking for a way to slow the opponent down and also take advantage of all the enchantments being played, and Sphere of Safety does both! As the game goes on, Sphere can completely lock your opponent out of attacking at all. Earlier in the game, it causes a bit of a tax that's just enough to slow the other player – and to buy you enough time. This is a key card for this enchantress strategy and I wouldn't play fewer than four.

Sphere of Safety is the deck's main way to control creatures (and eventually stop your opponent from using them effectively at all), but some stopgap measures early on are crucial so that you aren't run over.

However, as I mentioned with the Ram, it is important that they are versatile enough to not be dead in certain matchups. The card I'm looking for? Banishing Light. This card shuts down any troublesome enchantments, artifacts, or (especially problematic for a deck like this) Planeswalkers. I actually don't anticipate needing that much one-for-one removal thanks to Sphere of Safety, but I just want to have a little to work with. Four Banishing Lights here will do the trick nicely.

 

This is a very easy card to miss if you're building an enchantress deck – but it's an excellent win condition for one. Not only does it gain you life to help put you out of range of burn spells or let you stay alive despite any pesky fliers that might be clocking you every turn, but it both creates an army and makes your army huge. For six mana, it's fairly self-contained and can start ending the game quickly.

This is definitely the primary way I want to take over the game. However, I am going to split my win conditions with three Bounty and one singleton copy of Heliod, God of the Sun, to make sure that I have a card I can find where, when the game goes long, I can just mass produce tokens and win. This deck only has so many creatures in it, so a singleton like Heliod can go a long way toward winning against removal-heavy decks you would be hard-pressed to overcome otherwise. But that's just because there are only so many slots: I'm still very happy to play three Bounties.

 

When you're counting on a couple crucial creatures to kick start your engine, a card like this can look very attractive. It even comes back onto the battlefield, triggering Eidolon or Ajani's Chosen again!

However, there are a couple problems. For one, it's a bit expensive to protect something well. If your opponent has a removal spell, they're probably going to use it on your engine creature right away before you have three extra mana to spend on this. Second, it's situational. In a deck that needs to be streamlined to its core, Gift of Immortality isn't doing enough to keep its spot. While a nice idea, Gift doesn't quite make the cut here.

 

I definitely like how this is both a cheap enchantment to cast and a threat to win the (very) long game by draining your opponent. But, similar to Gift, it's not really doing anything well enough to keep its spot.

You're not attacking a lot (at least not until you have mounted a titanic offense) so creatures entering the battlefield tapped won't usually be relevant and the extort is so slow and mana-intensive in a mana-hungry deck that it's not worthwhile enough to play. This is a card that can go.

 

Sphere of Safety is this deck's primary way to keep creatures under control, and this deck only has room for so many. Since you're not playing any sweepers, Martial Law is actually kind of a nonbo with the Sphere: They can probably only pay for one creature (at most) to attack, so dealing with one of their creatures doesn't really change how many creatures can attack. This doesn't work well enough with what the deck's doing. If I wanted more removal then I would look at Pacifism or Arrest again, but as-is I don't feel a need to play this.

We're almost to the final build – but there's one thing left I'd like to add. Getting to your four-drop "enchantress" (either Eidolon or Ajani's Chosen) early is incredibly important, as is being able to cast cards like Primeval Bounty and Sphere of Safety a turn before you'd normally be able to. This deck's mana curve skews a little higher than a normal enchantress deck might want, and it's fairly mana-hungry – making some mana acceleration a welcome (and very important) addition.

The two pieces I want? While not an enchantment, Sylvan Caryatid makes for a great blocker that also ramps you straight from two to four – exactly the leap you're looking for.

The other card is a newcomer from Journey into Nyx: Font of Fertility! If spread out between the first two turns it also jumps you straight to four mana and costs one mana. So if it's drawn later in the game it's a cheap trigger for your enchantresses and can always just sit on the table building up your Sphere of Safeties.

With all of those changes made, the deck looks something like:

Gavin Verhey’s Nyxchantress
Standard

Main Deck

60 cards

Forest
Mutavault
Plains
Rogue's Passage
Selesnya Guildgate
Temple Garden
Temple of Plenty

24 lands

Ajani's Chosen
Courser of Kruphix
4  Eidolon of Blossoms
Heliod, God of the Sun
Sylvan Caryatid

17 creatures

4  Banishing Light
4  Font of Fertility
4  Kruphix's Insight
Primeval Bounty
Sphere of Safety

19 other spells



Cast a turn three Eidolon or Chosen and you can start going wild! Even if you don't have one you can still play a pretty convincing Sphere of Safety control deck given the massive card advantage and quality Kruphix's Insight can hand you, giving this deck a great backup mode of play.

You'll note in the mana base the addition of one Rogue's Passage. There will be endgame situations where you're racing to kill them before they draw something like Detention Sphere or similar and can finally attack you – and on a clogged board, they're going to be able to block forever. I don't think you really need a fourth Mutavault, and the Passage just gives you a tool to end the game with a gigantic creature that has been Primeval Bountied up a bunch.

Enchantress decks are a ton of fun to play once they become active – and this one is no exception. There are a lot of cool things going on here – have a good time with it!

Honorable Mentions

What were some of the other excellent decks showing off some new ideas inspired by Journey into Nyx? Let's take a look!

Mahdi Fozi’s U/R One-shot combo
Standard

Main Deck

62 cards

Island
Izzet Guildgate
Mountain
Steam Vents
4  Temple of Epiphany

24 lands

Sigiled Starfish
Worldspine Wurm

8 creatures

Blast of Genius
4  Dictate of Kruphix
4  Dictate of the Twin Gods
Enter the Infinite
Izzet Charm
Magma Jet
Quicken
Steam Augury

30 other spells



Colin Reilly’s Quadruple Strike
Standard

Main Deck

60 cards

Mountain
Mutavault
Plains
Sacred Foundry
Temple of Triumph

23 lands

Boros Reckoner
Fabled Hero
Fencing Ace
Hopeful Eidolon

16 creatures

Boros Charm
Brave the Elements
4  Dictate of the Twin Gods
Dragon Mantle
1  Godsend
Lightning Strike

21 other spells



Jak Gem’s Constellation Recursion
Standard

Main Deck

60 cards

Godless Shrine
Overgrown Tomb
Temple Garden
4  Temple of Malady
Temple of Plenty
Temple of Silence

24 lands

3  Doomwake Giant
4  Eidolon of Blossoms
Eidolon of Countless Battles
Heliod, God of the Sun
Herald of Torment
Odunos River Trawler
4  Underworld Coinsmith

23 creatures

Abrupt Decay
Blind Obedience
Deadbridge Chant
2  Extinguish all Hope
Primeval Bounty
Whip of Erebos

13 other spells



Devon Straub’s The One-ders
Standard


Ajani Nakano’s Infinite Ajani
Standard

Main Deck

60 cards

Breeding Pool
Godless Shrine
Hallowed Fountain
Overgrown Tomb
Temple Garden
4  Temple of Malady
Temple of Mystery
Temple of Plenty
Watery Grave

24 lands

Corpsejack Menace
Deadbridge Goliath
Kalonian Hydra
Manaweft Sliver
Prime Speaker Zegana
4  Sage of Hours
Sylvan Caryatid
Vorel of the Hull Clade
Witchstalker

26 creatures

Give // Take
Ranger's Guile

6 other spells

4  Ajani, Mentor of Heroes

4 planeswalkers



Keith Hensel’s Grixis Planeswalkers
Standard

Main Deck

60 cards

Blood Crypt
Island
Steam Vents
Temple of Deceit
4  Temple of Epiphany
Temple of Malice
Watery Grave

25 lands

2  Keranos, God of Storms
Spellheart Chimera

5 creatures

Anger of the Gods
Devour Flesh
Dissolve
Dreadbore
Far // Away
Thoughtseize

22 other spells

Ashiok, Nightmare Weaver
Jace, Architect of Thought
Ral Zarek

8 planeswalkers



Nekomimi’s Big Mana with Kruphix
Standard

Main Deck

60 cards

Breeding Pool
Forest
Island
Mountain
Steam Vents
Stomping Ground
Temple of Abandon
Temple of Mystery

24 lands

Courser of Kruphix
Elvish Mystic
4  Kruphix, God of Horizons
Mistcutter Hydra
Polukranos, World Eater
Prophet of Kruphix
Sylvan Caryatid

24 creatures

2  Dictate of Kruphix
Izzet Charm
Magma Jet
Volcanic Geyser

12 other spells



Matt Maynard’s Hunt or be Hunted
Standard

Main Deck

60 cards

20  Forest
Nykthos, Shrine to Nyx

23 lands

Burning-Tree Emissary
Courser of Kruphix
Elvish Mystic
Experiment One
2  Heroes' Bane
Kalonian Tusker
Nylea, God of the Hunt
Polukranos, World Eater
Reverent Hunter
Scavenging Ooze

32 creatures

Aspect of Hydra
3  Setessan Tactics

5 other spells



Yvo Warners’s Draw it like it’s Hot
Standard

Main Deck

58 cards

11  Island
Swamp
Temple of Deceit
Watery Grave

24 lands

3  Dakra Mystic
Notion Thief

7 creatures

Ætherize
Crypt Incursion
Cyclonic Rift
3  Dictate of Kruphix
Dimir Charm
Far // Away
Negate
Psychic Spiral
Psychic Strike
Whispering Madness

26 other spells

Jace, Memory Adept

1 planeswalker



Takeshi Sato’s Bant Sage
Standard

Main Deck

60 cards

Breeding Pool
Forest
Island
Plains
Temple Garden
Temple of Enlightenment
Temple of Mystery
Temple of Plenty

24 lands

Archangel of Thune
Courser of Kruphix
Gyre Sage
Kiora's Follower
Polukranos, World Eater
3  Sage of Hours
Scavenging Ooze
Vorel of the Hull Clade

24 creatures

Bow of Nylea
Give // Take
Ordeal of Nylea
1  Setessan Tactics

6 other spells

3  Ajani, Mentor of Heroes
Kiora, the Crashing Wave

6 planeswalkers



ASKA’s Look for a Spine in the Haystack
Standard

Main Deck

60 cards

Forest
12  Mountain
Stomping Ground
Temple of Abandon

26 lands

Nyxborn Rollicker
Worldspine Wurm

2 creatures

Anger of the Gods
Commune with the Gods
Fog
4  Kruphix's Insight
Magma Jet
Possibility Storm
Shock
Wild Guess

29 other spells

Chandra, Pyromaster

3 planeswalkers



Tilwin’s Dictate of Slaughter
Standard


Yuji Hirota’s Boros meets Gods
Standard

Main Deck

60 cards

4  Mana Confluence
Mountain
Mutavault
Plains
Sacred Foundry

23 lands

Akroan Hoplite
Boros Reckoner
Brimaz, King of Oreskos
3  Iroas, God of Victory
Rakdos Cackler
Soldier of the Pantheon
Wojek Halberdiers

26 creatures

Chained to the Rocks
Legion's Initiative
Spear of Heliod

11 other spells



Chris Shipman’s Turn Engine
Standard

Main Deck

60 cards

Breeding Pool
Forest
Hallowed Fountain
Temple Garden
Temple of Enlightenment
Temple of Mystery
Temple of Plenty

23 lands

4  Eidolon of Blossoms
4  Sage of Hours

8 creatures

Alpha Authority
Detention Sphere
Elixir of Immortality
Illusionist's Bracers
Mana Bloom
Sunbond
Supreme Verdict
Swan Song

25 other spells

4  Ajani, Mentor of Heroes

4 planeswalkers



Tony Youssef’s Sui Rakdos
Standard

Main Deck

61 cards

Blood Crypt
4  Mana Confluence
Mountain
Swamp

22 lands

Burning-Tree Emissary
Firedrinker Satyr
4  Gnarled Scarhide
Gore-House Chainwalker
4  Master of the Feast
4  Mogis's Warhound
Rakdos Cackler
Spike Jester

32 creatures

Dreadbore
Rakdos's Return

7 other spells



Jacob Milicic’s Big Bug Mill
Standard

Main Deck

60 cards

Breeding Pool
Forest
Island
Overgrown Tomb
Temple of Deceit
Temple of Mystery
Watery Grave

25 lands

3  Kruphix, God of Horizons
Sylvan Caryatid

7 creatures

Ætherize
Cyclonic Rift
4  Dictate of Karametra
4  Dictate of Kruphix
Fog
Gaze of Granite
Mind Grind
Reap Intellect

28 other spells



Lundizz’ Cult of Athreos
Standard


Sakumo Ichihii’s Biovisionary Rush
Standard

Main Deck

60 cards

Breeding Pool
Forest
Island
Mutavault
Temple of Mystery

26 lands

Biovisionary
Elvish Mystic
Kiora's Follower
Omenspeaker
Sylvan Caryatid

20 creatures

Cyclonic Rift
4  Polymorphous Rush
Rapid Hybridization
Simic Charm

10 other spells

Jace, Architect of Thought
Kiora, the Crashing Wave

4 planeswalkers



Kojima Kouji’s Flamespeaker Gruul
Standard

Main Deck

58 cards

Forest
2  Mana Confluence
Mountain
Mutavault
Stomping Ground
Temple of Abandon

21 lands

Boon Satyr
Burning-Tree Emissary
Experiment One
Firedrinker Satyr
Ghor-Clan Rampager
Gore-House Chainwalker
4  Prophetic Flamespeaker
Rakdos Cackler
Scavenging Ooze
Wasteland Viper

31 creatures

Bow of Nylea
Lightning Strike

5 other spells

Chandra, Pyromaster

1 planeswalker



Starless Standard

Now that you've seen the entire set and have had some time to think, it's time to see what you can come up with. Although, it looks like the stars are going out. Better not use anything with constellation!

Format: Standard
Restrictions: You must use/build around at least one Journey into Nyx card, but not one that has constellation.
Deadline: April 28, at 6 p.m. Pacific Time.

Submit all deck lists by clicking on "respond via email" below. Please submit deck lists using the following template. (The specific numbers below are arbitrary, so please don't feel a need to use them—it's just an example of how a deck list should look when laid out.)

Yourname's Deckname
Standard

20 Land
20 Land
4 Creature
4 Creature
4 Other Spell
4 Other Spell
4 Planeswalker

Now that I've done a very constellation-focused deck, I'm excited to see where else you can take Journey into Nyx. Constellation is almost the "easy" route to go, in that it makes sense to build a deck around, but what else in Journey into Nyx is lurking out there just waiting to be uncovered? I'm challenging you to find it!

I look forward to seeing what you come up with. In the meantime, if you have any thoughts or feedback on this article or deck, feel free to send it my way. If you post it in the forums or send me a tweet, I'll be sure to take a look.

I'll be back next week as I take another look at new Standard. Talk to you then and have an awesome Journey into Nyx Prerelease!

Gavin

@GavinVerhey



 
Gavin Verhey
Gavin Verhey
@GavinVerhey
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When Gavin Verhey was eleven, he wanted a job making Magic cards. Ten years later, his dream was realized as his combined success as a professional player, deck builder, and writer brought him into Wizards R&D during 2011. He's been writing Magic articles since 2005 and has no plans to stop.

 
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