Top 10 Enchantment-Based Cards in Magic: The Gathering
How Do Enchantments Work in Magic?
Similar to Magic's artifacts, enchantments are non-creature permanents that provide various passive bonuses. But while artifacts are generally colorless (and thus fit in any deck), enchantments almost always require specific mana types. However, their powerful effects more than compensate, offering some of the best continuous abilities in the game.
You'll find enchantments in every faction, though they're particularly favored by white and green, where we'll encounter most of their best supports. But with dozens of synergies available, which reign supreme? These are the ten best enchantment-based cards in Magic: The Gathering!
10. Zur the Enchanter
CMC (Converted Mana Cost): 4
A popular commander in EDH format, Zur's 1/4 stats aren't great for his price. However, he enjoys flying, the useful wizard subtype, and whenever he attacks, you can search and play an enchantment costing three or less mana from your deck for free!
Searches are especially useful in commander considering its larger deck sizes, and savvy players often use Zur's effect to attach him with an aura, fortifying him right before he strikes. Not only does this help outfight blockers, but it can also pile on the commander damage, offering a potential alternative win condition.
9. Femeref Enchantress
Like many of today's spells, Enchantress focuses on increasing your hand—especially appreciated outside the blue faction. Her stats aren't great at 1/2, and her human and druid subtypes don't offer many synergies, but Enchantress draws a card whenever an enchantment enters a graveyard from the field.
Not only does this punish opponents for destroying your cards, but it also triggers when they lose enchantments, rewarding your own removals.
8. Enchantress's Presence
Presence only needs one color and only one mana of that color, blending well in multi-faction structures. More than that, whenever you cast another enchantment, it automatically draws you a card, a brilliant way to gain hand advantage in enchantment-focused decks.
Presence doesn't trigger off itself, but since it's an enchantment, it qualifies for any other enchantment supports you employ. And the ability works just by casting enchantments, so you gain the draw even when your plays are thwarted by a counterspell.
7. Tuvasa the Sunlit
An excellent commander in EDH, Tuvasa requires specific mana types but provides arguably the three best colors for enchantment-focused decks. Her power and toughness begin at a measly 1/1, but she gains +1/+1 for each enchantment you control, quickly skyrocketing to enormous heights.
Similarly to Presence, Tuvasa draws a card whenever you cast your first enchantment each turn, offering another great way to amass extra cards. As icing on the cake, she carries the useful merfolk subtype—a clan offering many green and blue synergies.
6. Greater Auramancy/Sterling Grove
These similar spells both cost two mana and provide your other enchantments with shroud, preventing all players (including you) from targeting them with spells or abilities. This means foes will have to remove Auramancy or Grove before targeting your other enchantments, and if you have them both fielded, they'll even defend each other.
Auramancy has the added bonus of also granting your enchanted creatures shroud, and it only needs one mana color, while Sterling can sacrifice itself and spend one mana to put any enchantment from your library on top of your deck, tweaking your next draw. Both are useful secondary benefits, but keep in mind that Auramancy's creature shroud prevents you from attaching other auras to troops who already have one, so be careful when you want to load up on a single warrior.
5. Herald of the Pantheon
For an avid elf player like myself, centaur and shaman subtypes aren't ideal in green, but Herald can accept a mana of any color, and unlike most enchantment-boosting creatures, his stats are a respectable 2/2.
More than that, he automatically discounts your enchantments by one colorless mana and gains you a life whenever you cast one. Cheaper spells are always nice, and since enchantment themes generally shoot for a long-term win, that lifegain helps you survive more aggressive decks.
4. Serra's Sanctum
While mana ramping typically favors green, it's the white faction that offers this powerful tool. Like other lands, Sanctum doesn't cost any resources to play, and it simply taps for one white mana per enchantment you control.
With a single enchantment, you receive as much mana as a basic Plains would offer, but in devoted decks, you can obtain much more. And since Sanctum enters untapped, it's ready to use as soon as it arrives.
3. Enlightened Tutor
Like most tutors, Enlightened Tutor is a staple in commander, where it offers a valuable search for your 100-card deck. It simply places any artifact or enchantment from your library on top of your library, letting you pull whatever you need on your next draw.
That's an amazing benefit for a single mana, especially since the spell activates at instant speed and can nab either of two card types.
An oldie but goldie, Replenish requires a moderate sum of four mana, but fits well in multi-color decks and provides an amazing revival: you return all enchantments from your graveyard to the field.
Whether you've been self-milling or have simply lost numerous cards throughout your duel, you can reclaim dozens of enchantments at once. The only potential drawback is that you have to play all corresponding cards, so if you don't control any creatures, you could potentially give an enemy a beneficial aura. Still, that unlikely scenario hardly detracts from this classic rejuvenation.
1. Argothian Enchantress
Even for her low price, Enchantress is pitifully weak at 0/1, and she sadly lacks the elf subtype. But she's not designed for battle—Enchantress draws you a card whenever you cast an enchantment, offering the same hand replenishment as Enchantress's Presence but for one less mana.
And despite her low toughness, Enchantress is surprisingly difficult to remove thanks to shroud, preventing any player from targeting her. It usually takes a creature field wipe to kill her, and by then, you'll have likely utilized her effect more than enough to have a well-stocked hand ready to bounce back.
Which card do you prefer?
Enchantment Types in Magic
Remember that in addition to regular enchantments, you have creature-boosting auras, and enchantment-creatures duos available, which also reap the benefits of generic enchantment supports (unless a card states otherwise).
Most decks incorporate at least some artifact/enchantment removal, but few are prepared for an all-out enchantment frenzy, letting you gradually overwhelm foes with your stacking bonuses. But for now, as we eagerly await Wizards of the Coast's next expansion of enchantment supports, vote for your favorite card and I'll see you at our next MTG countdown!
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