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Commander
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{"ops":[{"insert":"Overview"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis deck is built around "},{"insert":{"card-link":"Ellivere of the Wild Court"}},{"insert":" and the Virtuous Role tokens she creates. The goal is simple: build a board of creatures, cover them in enchantments, and let your enchantment count naturally snowball into an overwhelming board state.\nUnlike many enchantress decks, this list isn't trying to assemble an infinite combo. It wins by steadily generating value until its creatures become too large, too resilient, and too numerous for opponents to answer.\n\nEarly Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe first few turns are spent establishing mana with a mix of land ramp, enchantment-based ramp, and mana dorks while developing a small board of creatures.\nOnce Ellivere enters the battlefield, every attack creates another Virtuous Role, turning even small utility creatures into legitimate threats while also providing a steady stream of card draw whenever enchanted creatures connect.\n\nThe Enchantment Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nVirtuous Roles are the heart of the deck. Each Role grants +1/+1 for every enchantment you control, meaning every Aura, enchantment creature, enchantress effect, or mana enchantment makes your board stronger.\nThis creates a natural snowball effect:\nMore enchantments make Roles bigger."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bigger creatures draw more cards through Ellivere."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"More cards lead to more enchantments."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"More enchantments make every Role even stronger."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rather than relying on a single payoff, nearly every enchantment contributes to the deck's overall engine.\n\nCard Advantage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nRunning out of cards is rarely a problem. Multiple enchantress effects reward casting enchantments, while Ellivere keeps combat rewarding by turning successful attacks into additional card draw.\nBecause the deck is constantly replacing its resources, it can recover surprisingly well from removal and continue applying pressure throughout the game.\n\nProtection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nProtecting the board is just as important as building it.\nThe deck includes several ways to survive board wipes and targeted removal, including temporary protection, indestructible effects, and hexproof or shroud for key permanents. Proper timing is important, especially with cards like "},{"insert":{"card-link":"Greater Auramancy"}},{"insert":", which can protect your creatures while also preventing you from targeting them yourself.\nA small blink package also serves double duty by protecting creatures from removal or resetting Ellivere to create additional Virtuous Roles. Just remember that blinking a creature causes any attached Auras to fall off, so those effects are usually best saved for Ellivere or creatures without important enchantments.\n\nWinning the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck wins almost exclusively through combat.\nSometimes that's one or two enormous creatures stacked with Auras. Other games it goes wide, building an army of Role-enhanced creatures before finishing the table with a global anthem or overrun effect.\nThe deck rewards patience more than explosiveness. Avoid overextending into board wipes, develop your enchantment engine over several turns, then protect your board and look for the opportunity to end the game with one or two decisive combat steps.\n\nHidden Win Condition"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWhile the deck is primarily designed to win through incremental combat pressure, it does contain a dedicated game-ending interaction.\n\nIf "},{"insert":{"card-link":"Jumbo Cactuar"}},{"insert":" is given trample, whether through equipment, enchantments, or global effects like "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":", "},{"insert":{"card-link":"Garruk's Uprising"}},{"insert":", or similar cards, it becomes capable of dealing lethal damage to an opponent in a single attack. Pairing Jumbo Cactuar with "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" after declaring combat is also a clean way to convert its massive power into an overwhelming and game-ending life swing if needed.\n\nThat said, this interaction isn't the primary game plan. Most games are won by building an increasingly threatening board of enchanted creatures and overwhelming opponents through combat. Consider Jumbo Cactuar as a backup finisher that occasionally presents itself rather than the deck's central strategy.\n"}]}
Commander
Ellivere of the Wild Court
Whenever Ellivere enters or attacks, create a Virtuous Role token attached to another target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 for each enchantment you control.)
Whenever an enchanted creature you control deals combat damage to a player, draw a card.
Whenever an enchanted creature you control deals combat damage to a player, draw a card.
Legendary Creature - Human Knight

Commander
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Blink
Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Blink
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Copy
Calix, Guided by Fate
Constellation — Whenever Calix or another enchantment you control enters, put a +1/+1 counter on target creature.
Whenever Calix or an enchanted creature you control deals combat damage to a player, you may create a token that's a copy of a nonlegendary enchantment you control. Do this only once each turn.
Whenever Calix or an enchanted creature you control deals combat damage to a player, you may create a token that's a copy of a nonlegendary enchantment you control. Do this only once each turn.
Legendary Creature Enchantment - Human Druid

Copy
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Counters
Counters
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Draw
Calix, Destiny's Hand
+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.
−3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield.
−7: Return all enchantment cards from your graveyard to the battlefield.
−3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield.
−7: Return all enchantment cards from your graveyard to the battlefield.
Legendary Planeswalker - Calix

Concord with the Kami
At the beginning of your end step, choose one or more —
• Put a +1/+1 counter on target creature with a counter on it.
• Draw a card if you control an enchanted creature.
• Create a 1/1 colorless Spirit creature token if you control an equipped creature.
• Put a +1/+1 counter on target creature with a counter on it.
• Draw a card if you control an enchanted creature.
• Create a 1/1 colorless Spirit creature token if you control an equipped creature.
Enchantment

Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Draw
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Land
Land
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Protection
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
(CTRL to add secondary)
Pump
Pump
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Recursion
Kami of Transience
Trample
Whenever you cast an enchantment spell, put a +1/+1 counter on this creature.
At the beginning of each end step, if an enchantment was put into your graveyard from the battlefield this turn, you may return this card from your graveyard to your hand.
Whenever you cast an enchantment spell, put a +1/+1 counter on this creature.
At the beginning of each end step, if an enchantment was put into your graveyard from the battlefield this turn, you may return this card from your graveyard to your hand.
Creature - Spirit

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

Unfinished Business
Return target creature card from your graveyard to the battlefield, then return up to two target Aura and/or Equipment cards from your graveyard to the battlefield attached to that creature. (If the Auras can't enchant that creature, they remain in your graveyard.)
Sorcery

Recursion
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Removal
Removal
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Tokens
Siona, Captain of the Pyleas
When Siona enters, look at the top seven cards of your library. You may reveal an Aura card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever an Aura you control becomes attached to a creature you control, create a 1/1 white Human Soldier creature token.
Whenever an Aura you control becomes attached to a creature you control, create a 1/1 white Human Soldier creature token.
Legendary Creature - Human Soldier

Tokens
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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
{"ops":[{"insert":"Overview"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis deck is built around "},{"insert":{"card-link":"Ellivere of the Wild Court"}},{"insert":" and the Virtuous Role tokens she creates. The goal is simple: build a board of creatures, cover them in enchantments, and let your enchantment count naturally snowball into an overwhelming board state.\nUnlike many enchantress decks, this list isn't trying to assemble an infinite combo. It wins by steadily generating value until its creatures become too large, too resilient, and too numerous for opponents to answer.\n\nEarly Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe first few turns are spent establishing mana with a mix of land ramp, enchantment-based ramp, and mana dorks while developing a small board of creatures.\nOnce Ellivere enters the battlefield, every attack creates another Virtuous Role, turning even small utility creatures into legitimate threats while also providing a steady stream of card draw whenever enchanted creatures connect.\n\nThe Enchantment Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nVirtuous Roles are the heart of the deck. Each Role grants +1/+1 for every enchantment you control, meaning every Aura, enchantment creature, enchantress effect, or mana enchantment makes your board stronger.\nThis creates a natural snowball effect:\nMore enchantments make Roles bigger."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bigger creatures draw more cards through Ellivere."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"More cards lead to more enchantments."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"More enchantments make every Role even stronger."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rather than relying on a single payoff, nearly every enchantment contributes to the deck's overall engine.\n\nCard Advantage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nRunning out of cards is rarely a problem. Multiple enchantress effects reward casting enchantments, while Ellivere keeps combat rewarding by turning successful attacks into additional card draw.\nBecause the deck is constantly replacing its resources, it can recover surprisingly well from removal and continue applying pressure throughout the game.\n\nProtection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nProtecting the board is just as important as building it.\nThe deck includes several ways to survive board wipes and targeted removal, including temporary protection, indestructible effects, and hexproof or shroud for key permanents. Proper timing is important, especially with cards like "},{"insert":{"card-link":"Greater Auramancy"}},{"insert":", which can protect your creatures while also preventing you from targeting them yourself.\nA small blink package also serves double duty by protecting creatures from removal or resetting Ellivere to create additional Virtuous Roles. Just remember that blinking a creature causes any attached Auras to fall off, so those effects are usually best saved for Ellivere or creatures without important enchantments.\n\nWinning the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck wins almost exclusively through combat.\nSometimes that's one or two enormous creatures stacked with Auras. Other games it goes wide, building an army of Role-enhanced creatures before finishing the table with a global anthem or overrun effect.\nThe deck rewards patience more than explosiveness. Avoid overextending into board wipes, develop your enchantment engine over several turns, then protect your board and look for the opportunity to end the game with one or two decisive combat steps.\n\nHidden Win Condition"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWhile the deck is primarily designed to win through incremental combat pressure, it does contain a dedicated game-ending interaction.\n\nIf "},{"insert":{"card-link":"Jumbo Cactuar"}},{"insert":" is given trample, whether through equipment, enchantments, or global effects like "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":", "},{"insert":{"card-link":"Garruk's Uprising"}},{"insert":", or similar cards, it becomes capable of dealing lethal damage to an opponent in a single attack. Pairing Jumbo Cactuar with "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" after declaring combat is also a clean way to convert its massive power into an overwhelming and game-ending life swing if needed.\n\nThat said, this interaction isn't the primary game plan. Most games are won by building an increasingly threatening board of enchanted creatures and overwhelming opponents through combat. Consider Jumbo Cactuar as a backup finisher that occasionally presents itself rather than the deck's central strategy.\n"}]}




























































