ayax
1.8k views24 hrs ago
Commander
Size: 100Salt sum: 29.91
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{"ops":[{"insert":"This deck is a "},{"attributes":{"bold":true},"insert":"Naya Enchantress Voltron"},{"insert":" strategy built around "},{"insert":{"card-link":"Uril, the Miststalker"}},{"insert":" , focused on turning a single creature into an unstoppable force through powerful enchantments and aura synergies. Instead of going wide with multiple threats, the deck commits to building one massive creature capable of ending games through overwhelming commander damage.\nThe deck is built around maximum enchantment synergy, containing over 50 enchantments and intentionally avoiding artifacts entirely — including staples like "},{"insert":{"card-link":"Sol Ring"}},{"insert":". Even the removal package is enchantment-based, using cards such as "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":", "},{"insert":{"card-link":"Song of the Dryads"}},{"insert":", and "},{"insert":{"card-link":"Lignify"}},{"insert":"to maintain synergy with the deck’s "},{"attributes":{"bold":true},"insert":"enchantress engines"},{"insert":". Around ten of the deck’s enchantments are also "},{"attributes":{"bold":true},"insert":"enchantment creatures"},{"insert":", further increasing consistency and interaction with aura and enchantment payoffs.\nThe mana base is also designed to maximize enchantment ramp synergy. With ten Forests available for "},{"insert":{"card-link":"Arbor Elf"}},{"insert":" , the deck heavily prioritizes Forest enchantments such as "},{"insert":{"card-link":"Utopia Sprawl"}},{"insert":" and "},{"insert":{"card-link":"Fertile Ground"}},{"insert":", allowing enchanted lands to generate explosive amounts of mana while remaining fully integrated into the "},{"attributes":{"bold":true},"insert":"enchantment engine."},{"insert":"\nThe early game focuses on enchantment-based ramp and card advantage. Cards like "},{"insert":{"card-link":"Wild Growth"}},{"insert":" and "},{"insert":{"card-link":"Overgrowth"}},{"insert":" accelerate mana while also feeding "},{"attributes":{"bold":true},"insert":"enchantress engines"},{"insert":" such as "},{"insert":{"card-link":"Sythis, Harvest's Hand"}},{"insert":", "},{"insert":{"card-link":"Setessan Champion"}},{"insert":", and "},{"insert":{"card-link":"Kor Spiritdancer"}},{"insert":". This allows the deck to maintain constant momentum while assembling lethal aura combinations.\nOnce "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"The Miststalker"},{"insert":" enters the battlefield, the deck becomes highly explosive. Auras like "},{"insert":{"card-link":"Ancestral Mask"}},{"insert":" , "},{"insert":{"card-link":"Strength of the Harvest // Haven of the Harvest"}},{"insert":" and"},{"insert":{"card-link":"Daybreak Coronet"}},{"insert":" rapidly transform "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Uril "},{"insert":"into a lethal threat capable of eliminating players in a single combat step. Multiple layers of protection including "},{"attributes":{"italic":true},"insert":"hexproof"},{"insert":", "},{"attributes":{"italic":true},"insert":"totem armor"},{"insert":", and evasion effects make interacting with the deck increasingly difficult as the game progresses.\n"},{"insert":{"card-link":"Three Dreams"}},{"insert":" acts as one of the deck’s primary finishing tools, commonly searching for "},{"insert":{"card-link":"Runes of the Deus"}},{"insert":", "},{"insert":{"card-link":"Spirit Mantle"}},{"insert":", and "},{"insert":{"card-link":"Shield of the Oversoul"}},{"insert":" to assemble an almost unstoppable lethal attack in a single turn.\nThe deck also has powerful recovery tools through "},{"insert":{"card-link":"Resurgent Belief"}},{"insert":" and "},{"insert":{"card-link":"Mantle of the Ancients"}},{"insert":" , allowing it to recover from board wipes by returning multiple enchantments and auras directly from the graveyard back onto the battlefield. These cards can instantly rebuild "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"The Miststalker "},{"insert":"into a lethal threat after opponents believe the board has been stabilized, often creating explosive comeback turns.\nAn alternate win condition comes from "},{"insert":{"card-link":"Mayael's Aria"}},{"insert":". Since "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Uril "},{"insert":"naturally reaches enormous power levels, the enchantment can quickly snowball value before eventually threatening an automatic victory once a creature reaches 20 power or greater.\n"}]}
Doble strike
Doble strike
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Draw
Draw
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Finisher
Mayael's Aria
At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.
Enchantment

Finisher
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Land
Land
(CTRL to add secondary)
Protection
Shield of the Oversoul
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
Enchantment - Aura

Protection
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Pump
Eidolon of Countless Battles
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
This creature and enchanted creature each get +1/+1 for each creature you control and +1/+1 for each Aura you control.
This creature and enchanted creature each get +1/+1 for each creature you control and +1/+1 for each Aura you control.
Creature Enchantment - Spirit

Pump
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Ramp
Ramp
(CTRL to add secondary)
Recursion
Mantle of the Ancients
Enchant creature you control
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
Enchantment - Aura

Resurgent Belief
Suspend 2— (Rather than cast this card from your hand, pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
Sorcery

Recursion
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Removal
Trickster's Elk
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3.
Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3.
Creature Enchantment - Elk

Removal
(CTRL to add secondary)
Return
Return
(CTRL to add secondary)
Token
Frontline Heroism
When this enchantment enters, create a 1/1 red Soldier creature token with haste.
Whenever you cast a spell that targets only a single creature you control, create a 1/1 red Soldier creature token with haste, then copy that spell. The copy targets that token.
Whenever you cast a spell that targets only a single creature you control, create a 1/1 red Soldier creature token with haste, then copy that spell. The copy targets that token.
Enchantment

Token
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Vigilifeance
Lion Umbra
Enchant modified creature (Equipment, Auras its controller controls, and counters are modifications.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura

Vigilifeance
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Maybeboard
Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
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