bmccartn
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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"The Keys to Victory"},{"insert":"\n\nThis is a grindy enchantress list that looks to lock down the board, aggressively self-mill, and eventually wins through token combat or Thassa's Oracle. It does not look to combo win with Oracle, but rather this provides us a clean win if we are able to succeed at incrementally milling our entire library. Most of the cost of the list is in Serra Sanctum, and the overall price comes down to ~$300 or so once this is removed and printings are taken into account. After this, removing fetches / shocks / triome will get the price down quite a bit further without seriously impacting the game plan. Changing Thassa's Oracle for labratory maniac is also viable to get it to no game-changers, although the inevitability of this list can sometimes feel too strong/consistent for bracket 2 tables.\n\n"},{"attributes":{"bold":true},"insert":"The Control Game"},{"insert":"\n\nThe goal of controlling the game flow is to prevent other players from attacking us and interfering with our slow and steady rise to dominance. This list has very strong inevitability, so the focus is on pillow fort style pieces (Sphere of Safety, Propaganda, Ghostly Prison, Authority of Consuls) that lock down early pressure. We are generally light on counter magic since we mostly don't care about our board being removed or stack interaction outside of a later game combo push. Counter spells are usually held to keep other players off of graveyard hate, which poses the biggest threat to our game plan. Dress down is a super flexible tool that we can recur on other player's turns to put the brakes on their game plan, while drawing cards and generating value off of our enchantment triggers.\n\n"},{"attributes":{"bold":true},"insert":"Self Mill & Recursion"},{"insert":"\n\nMill feeds our Oracle endgame, while also acting as pseudo-draw engines. Escaping enchantments with Master of Keys is the primary way we recur things from our graveyard, but the deck also runs Sun Titan, Sevinne's Reclamation, Serra Paragon, and Lurrus. Notably, all of these except Lurrus can help us fetch Serra's Sanctum from the yard, which can give us a massive mana spike in the midgame to recast Keys or generally pull ahead. Animate dead and Necromancy let us pull non-enchantment creatures when we need to, with the big hits being Valgavoth, Moonshaker, Angel of Suffering, and Yorion. Flash speed on Necromancy does a lot for us, namely:\n\n flash in Angel of Suffering at a key point to prevent damage and mill ourselves a bunch"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" flash speed Oracle"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"flash speed Yorion, flickering our board to dodge board wipes or spot removal"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nYorion combined with necromancy or animate dead provides us a loop on every turn where: necromancy enters, enchanting Yorion. Yorion ETB flickers our board, including necromancy. When necromancy leaves, Yorion is sacrificed. At end step, necromancy returns and enchants Yorion once again. This creates a massive amount of value off our enchantment etb effects and makes things like hopeless nightmare, omen of the sea, and momentum breaker particularly good.\n\n"},{"attributes":{"bold":true},"insert":"The Token Win"},{"insert":"\n\nWe have a number of tools that help us turn our enchantments into board presence to put pressure on the other players at the table. Other cards like Ajani's welcome benefit from creating all of these tokens and help us keep the game running into the later turns where we are able to take over. Hallowed haunting is the best of these, and depending on the game state both copy enchantment and estrid's invocation can help us increase the presence of either pillowfort or token generating sources on our board.\n\nThe end game for all of these tokens is reanimating (rarely hard-casting) Moonshaker and swinging out.\n"}]}
Commander
The Master of Keys
Flying
When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards.
Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards.
Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
Legendary Creature Enchantment - Horror

Commander
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Copy
Copy
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Draw
Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Cat Glimmer

Omen of the Sea
Flash (You may cast this spell any time you could cast an instant.)
When this enchantment enters, scry 2, then draw a card.
, Sacrifice this enchantment: Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
When this enchantment enters, scry 2, then draw a card.
, Sacrifice this enchantment: Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Enchantment

Overlord of the Floodpits
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Flying
Whenever this permanent enters or attacks, draw two cards, then discard a card.
Flying
Whenever this permanent enters or attacks, draw two cards, then discard a card.
Creature Enchantment - Avatar Horror

Draw
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Finisher
Thassa's Oracle
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Creature - Wizard Merfolk

Valgavoth, Terror Eater
Flying, lifelink
Ward—Sacrifice three nonland permanents.
If a card you didn't control would be put into an opponent's graveyard from anywhere, exile it instead.
During your turn, you may play cards exiled with Valgavoth. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
Ward—Sacrifice three nonland permanents.
If a card you didn't control would be put into an opponent's graveyard from anywhere, exile it instead.
During your turn, you may play cards exiled with Valgavoth. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
Legendary Creature - Elder Demon

Yorion, Sky Nomad
Companion — Your starting deck contains at least twenty cards more than the minimum deck size. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Flying
When Yorion enters, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.
Flying
When Yorion enters, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.
Legendary Creature - Bird Serpent

Finisher
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Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Spymaster's Vault
This land enters tapped unless you control a Swamp.
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Land

Land
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Mill
Breach the Multiverse
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Sorcery

Overlord of the Balemurk
Impending 5— (If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
Creature Enchantment - Avatar Horror

Mill
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Protection
Fear of Sleep Paralysis
Flying
Eerie — Whenever this creature or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it.
Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
Eerie — Whenever this creature or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it.
Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
Creature Enchantment - Nightmare

Protection
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Ramp
Ramp
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Recursion
Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura

Lurrus of the Dream-Den
Companion — Each permanent card in your starting deck has mana value 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Lifelink
Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.
Lifelink
Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.
Legendary Creature - Cat Nightmare

Necromancy
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
Enchantment

Serra Paragon
Flying
Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Creature - Angel

Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Recursion
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Removal
Doom Foretold
At the beginning of each player's upkeep, that player sacrifices a nonland, nontoken permanent of their choice. If that player can't, they discard a card, they lose 2 life, you draw a card, you gain 2 life, you create a 2/2 white Knight creature token with vigilance, then you sacrifice this enchantment.
Enchantment

Fear of Impostors
Flash
When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Creature Enchantment - Nightmare

Momentum Breaker
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
When this enchantment enters, each opponent sacrifices a creature or Vehicle of their choice. Each opponent who can't discards a card.
, Sacrifice this enchantment: You gain life equal to your speed.
When this enchantment enters, each opponent sacrifices a creature or Vehicle of their choice. Each opponent who can't discards a card.
, Sacrifice this enchantment: You gain life equal to your speed.
Enchantment

Removal
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Tokens
Archon of Sun's Grace
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature - Archon

Hallowed Haunting
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Enchantment

Overlord of the Mistmoors
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying.
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying.
Creature Enchantment - Avatar Horror

Tokens
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Tutor
Tutor
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"The Keys to Victory"},{"insert":"\n\nThis is a grindy enchantress list that looks to lock down the board, aggressively self-mill, and eventually wins through token combat or Thassa's Oracle. It does not look to combo win with Oracle, but rather this provides us a clean win if we are able to succeed at incrementally milling our entire library. Most of the cost of the list is in Serra Sanctum, and the overall price comes down to ~$300 or so once this is removed and printings are taken into account. After this, removing fetches / shocks / triome will get the price down quite a bit further without seriously impacting the game plan. Changing Thassa's Oracle for labratory maniac is also viable to get it to no game-changers, although the inevitability of this list can sometimes feel too strong/consistent for bracket 2 tables.\n\n"},{"attributes":{"bold":true},"insert":"The Control Game"},{"insert":"\n\nThe goal of controlling the game flow is to prevent other players from attacking us and interfering with our slow and steady rise to dominance. This list has very strong inevitability, so the focus is on pillow fort style pieces (Sphere of Safety, Propaganda, Ghostly Prison, Authority of Consuls) that lock down early pressure. We are generally light on counter magic since we mostly don't care about our board being removed or stack interaction outside of a later game combo push. Counter spells are usually held to keep other players off of graveyard hate, which poses the biggest threat to our game plan. Dress down is a super flexible tool that we can recur on other player's turns to put the brakes on their game plan, while drawing cards and generating value off of our enchantment triggers.\n\n"},{"attributes":{"bold":true},"insert":"Self Mill & Recursion"},{"insert":"\n\nMill feeds our Oracle endgame, while also acting as pseudo-draw engines. Escaping enchantments with Master of Keys is the primary way we recur things from our graveyard, but the deck also runs Sun Titan, Sevinne's Reclamation, Serra Paragon, and Lurrus. Notably, all of these except Lurrus can help us fetch Serra's Sanctum from the yard, which can give us a massive mana spike in the midgame to recast Keys or generally pull ahead. Animate dead and Necromancy let us pull non-enchantment creatures when we need to, with the big hits being Valgavoth, Moonshaker, Angel of Suffering, and Yorion. Flash speed on Necromancy does a lot for us, namely:\n\n flash in Angel of Suffering at a key point to prevent damage and mill ourselves a bunch"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" flash speed Oracle"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"flash speed Yorion, flickering our board to dodge board wipes or spot removal"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nYorion combined with necromancy or animate dead provides us a loop on every turn where: necromancy enters, enchanting Yorion. Yorion ETB flickers our board, including necromancy. When necromancy leaves, Yorion is sacrificed. At end step, necromancy returns and enchants Yorion once again. This creates a massive amount of value off our enchantment etb effects and makes things like hopeless nightmare, omen of the sea, and momentum breaker particularly good.\n\n"},{"attributes":{"bold":true},"insert":"The Token Win"},{"insert":"\n\nWe have a number of tools that help us turn our enchantments into board presence to put pressure on the other players at the table. Other cards like Ajani's welcome benefit from creating all of these tokens and help us keep the game running into the later turns where we are able to take over. Hallowed haunting is the best of these, and depending on the game state both copy enchantment and estrid's invocation can help us increase the presence of either pillowfort or token generating sources on our board.\n\nThe end game for all of these tokens is reanimating (rarely hard-casting) Moonshaker and swinging out.\n"}]}






































































