- Commander Nexus
- Archetypes
- Aura/Enchantress
Aura/Enchantress
Enchantress decks fill the battlefield with enchantments and use cards that draw you an extra card every time you one. An is an enchantment that attaches to something, usually a creature, and changes it.
- KindArchetype
- Cards152
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You enchantments, cards that stay on the battlefield and change the rules, and creatures that draw you a card every time you cast one. An is an enchantment that attaches to a creature, so a few of them turn one creature into a giant while the rest draw cards.
How it wins
Either one creature wearing enough to end the game by attacking, or a flood of cards that leaves you with far more to do than anyone else. Some lists add enchantments that drain life or make attacking you impossible.
What beats it
A single piece of on the creature wearing your loses them all at once. Cards that destroy every enchantment are rare but devastating, and a on your card-draw creature slows the whole deck.
If this is your first deck
A friendly second deck. Enchantments are easy to understand because they sit on the table and do one thing, but losing a creature with five on it is a hard lesson the first time.
Commanders to Start With
The most played commanders where Aura/Enchantress is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.
Example Cards
Open the full glossaryCastTo cast a spell is to put it on the stack and pay its cost, usually from your hand. Playing a land is not casting, and a copy of a spell is not cast either.Open the full glossaryRemovalSpells or abilities that destroy, exile, or bounce your opponents' cards.Open the full glossaryCounterspellA spell whose job is to counter another spell: it stops that spell while it is still on the stack, so it does nothing and goes to the graveyard. The name comes from the card Counterspell, the classic example.
Open the full glossary