Go-Shintai of Life's Origin art

Art by Alexander Mokhov

Saved commander deck

Go-Shintai of Life's Origin

Dominate the board by chaining enchantments and Shrines, drawing massive amounts of cards through enchantress effects while blanking opposing interaction with shroud and hexproof layers.

100 cards$780.64 totalSep 22, 202616 views

Prompt: i want to build a 5 color enchantment deck and a way to protect my enchantments and just be overpowered

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Some cards were dropped or normalized during validation because of legality, duplication, or color identity checks.

Commander

1 cards
Go-Shintai of Life's Origin

Go-Shintai of Life's Origin

{3}{G}

Legendary Enchantment Creature — Shrine

Chosen commander for the requested strategy.

Ramp

10 cards
Sol Ring

Sol Ring

{1}

Artifact

Fast mana staple

Arcane Signet

Arcane Signet

{2}

Artifact

Five-color fixing and acceleration

Sanctum Weaver

Sanctum Weaver

{1}{G}

Enchantment Creature — Dryad

Taps for massive mana based on enchantment count

Fertile Ground

Fertile Ground

{1}{G}

Enchantment — Aura

Enchantment ramp that triggers enchantress draw

Wild Growth

Wild Growth

{G}

Enchantment — Aura

Efficient one-mana enchantment ramp

Utopia Sprawl

Utopia Sprawl

{G}

Enchantment — Aura

One-mana enchantment ramp and color fixing

Dryad of the Ilysian Grove

Dryad of the Ilysian Grove

{2}{G}

Enchantment Creature — Nymph Dryad

Enchantment creature that fixes mana and provides extra land drops

Mirari's Wake

Mirari's Wake

{3}{G}{W}

Enchantment

Doubles mana output and buffs your board

Smothering Tithe

Smothering Tithe

{3}{W}

Enchantment

Explosive treasure generation from opponents' draws

Chromatic Lantern

Chromatic Lantern

{3}

Artifact

Perfect mana fixing across all five colors

Card Draw

10 cards
Sythis, Harvest's Hand

Sythis, Harvest's Hand

{G}{W}

Legendary Enchantment Creature — Nymph

Cheap enchantress draw engine in the command 99

Enchantress's Presence

Enchantress's Presence

{2}{G}

Enchantment

Hard-to-remove enchantment that draws on enchantment cast

Argothian Enchantress

Argothian Enchantress

{1}{G}

Creature — Human Druid

Shroud-protected enchantress draw engine

Mesa Enchantress

Mesa Enchantress

{1}{W}{W}

Creature — Human Druid

Draws a card whenever you cast an enchantment

Verduran Enchantress

Verduran Enchantress

{1}{G}{G}

Creature — Human Druid

Redundant enchantress card draw trigger

Eidolon of Blossoms

Eidolon of Blossoms

{2}{G}{G}

Enchantment Creature — Spirit

Draws on entry and on enchantment cast

Satyr Enchanter

Satyr Enchanter

{1}{G}{W}

Creature — Satyr Druid

Draws cards whenever you cast enchantment spells

Rhystic Study

Rhystic Study

{2}{U}

Enchantment

Premier blue card advantage engine

Mystic Remora

Mystic Remora

{U}

Enchantment

Explosive early game card draw

Sylvan Library

Sylvan Library

{1}{G}

Enchantment

Massive topdeck card filtering and extra draw

Removal

10 cards
Swords to Plowshares

Swords to Plowshares

{W}

Instant

Unconditional creature exile at instant speed

Path to Exile

Path to Exile

{W}

Instant

Efficient one-mana creature exile

Assassin's Trophy

Assassin's Trophy

{B}{G}

Instant

Destroys any permanent type at instant speed

Cyclonic Rift

Cyclonic Rift

{1}{U}

Instant

One-sided board wipe that swings the game

Grasp of Fate

Grasp of Fate

{1}{W}{W}

Enchantment

Enchantment that exiles a threat from each opponent

Aura Shards

Aura Shards

{1}{G}{W}

Enchantment

Repeatedly blows up artifacts and enchantments when creatures enter

Darksteel Mutation

Darksteel Mutation

{1}{W}

Enchantment — Aura

Neutralizes problematic opposing commanders

Kenrith's Transformation

Kenrith's Transformation

{1}{G}

Enchantment — Aura

Cantripping aura removal for opposing threats

Supreme Verdict

Supreme Verdict

{1}{W}{W}{U}

Sorcery

Uncounterable board wipe to reset creature swarms

Farewell

Farewell

{4}{W}{W}

Sorcery

Modular exile board wipe that leaves enchantments intact if desired

Threats/Wincons

21 cards
Hallowed Haunting

Hallowed Haunting

{2}{W}{W}

Enchantment

Creates scaling spirit tokens with flying and vigilance

Sigil of the Empty Throne

Sigil of the Empty Throne

{3}{W}{W}

Enchantment

Produces 4/4 flying Angels with every enchantment cast

Archon of Sun's Grace

Archon of Sun's Grace

{2}{W}{W}

Creature — Archon

Constellation trigger creates lifelink Pegasi

Starfield of Nyx

Starfield of Nyx

{4}{W}

Enchantment

Reanimates enchantments and turns them into an attacking army

Omniscience

Omniscience

{7}{U}{U}{U}

Enchantment

Allows casting spells for free to lock out the game

Sanctum of All

Sanctum of All

{W}{U}{B}{R}{G}

Legendary Enchantment — Shrine

Tutors Shrines and doubles all Shrine triggers

Go-Shintai of Ancient Wars

Go-Shintai of Ancient Wars

{2}{R}

Legendary Enchantment Creature — Shrine

Deals direct burn damage scaled to your Shrine count

Go-Shintai of Hidden Cruelty

Go-Shintai of Hidden Cruelty

{3}{B}

Legendary Enchantment Creature — Shrine

Shrine-based removal that picks off opposing creatures

Go-Shintai of Lost Wisdom

Go-Shintai of Lost Wisdom

{1}{U}

Legendary Enchantment Creature — Shrine

Mills opponents scaled by Shrine count

Go-Shintai of Boundless Vigor

Go-Shintai of Boundless Vigor

{1}{G}

Legendary Enchantment Creature — Shrine

Pumps your Shrine creatures with +1/+1 counters

Go-Shintai of Shared Purpose

Go-Shintai of Shared Purpose

{3}{W}

Legendary Enchantment Creature — Shrine

Creates 1/1 Spirit tokens on end step per Shrine

Honden of Cleansing Fire

Honden of Cleansing Fire

{3}{W}

Legendary Enchantment — Shrine

Generates massive recurring life gain every upkeep

Honden of Infinite Rage

Honden of Infinite Rage

{2}{R}

Legendary Enchantment — Shrine

Repeatable targeted damage to control the board

Honden of Life's Web

Honden of Life's Web

{4}{G}

Legendary Enchantment — Shrine

Creates a swarm of 1/1 Spirit tokens each upkeep

Honden of Night's Reach

Honden of Night's Reach

{3}{B}

Legendary Enchantment — Shrine

Strips opponents' hands of resources every upkeep

Honden of Seeing Winds

Honden of Seeing Winds

{4}{U}

Legendary Enchantment — Shrine

Draws an enormous number of cards every turn

Sanctum of Stone Fangs

Sanctum of Stone Fangs

{1}{B}

Legendary Enchantment — Shrine

Drains opponents life each precombat main phase

Sanctum of Calm Waters

Sanctum of Calm Waters

{3}{U}

Legendary Enchantment — Shrine

Deep card draw and loot engine tied to Shrine count

Sanctum of Fruitful Harvest

Sanctum of Fruitful Harvest

{2}{G}

Legendary Enchantment — Shrine

Generates substantial mana of any color combination

Sanctum of Shattered Heights

Sanctum of Shattered Heights

{2}{R}

Legendary Enchantment — Shrine

Converts excess lands and Shrines into targeted removal

Zur the Enchanter

Zur the Enchanter

{1}{W}{U}{B}

Legendary Creature — Human Wizard

Attacks to tutor essential combo or protection enchantments directly

Utility

10 cards
Sterling Grove

Sterling Grove

{G}{W}

Enchantment

Gives all other enchantments shroud and tutors an enchantment

Greater Auramancy

Greater Auramancy

{1}{W}

Enchantment

Provides shroud to all enchantments and enchanted creatures

Privileged Position

Privileged Position

{2}{G/W}{G/W}{G/W}

Enchantment

Gives hexproof to all other permanents you control

Karmic Justice

Karmic Justice

{2}{W}

Enchantment

Punishes opponents for destroying your noncreature permanents

Heroic Intervention

Heroic Intervention

{1}{G}

Instant

Protects your entire board with hexproof and indestructible

Teferi's Protection

Teferi's Protection

{2}{W}

Instant

Completely phases out your board in response to wipes

Replenish

Replenish

{3}{W}

Sorcery

Brings all enchantments back from graveyard to the battlefield

Resurgent Belief

Resurgent Belief

Sorcery

Suspended mass enchantment recursion

Destiny Spinner

Destiny Spinner

{1}{G}

Enchantment Creature — Human

Prevents your creature and enchantment spells from being countered

Open the Vaults

Open the Vaults

{4}{W}{W}

Sorcery

Mass graveyard return for all enchantments

Lands

38 cards
Reliquary Tower

Reliquary Tower

Land

No maximum hand size.

War Room

War Room

Land

Card draw from the mana base.

Rogue's Passage

Rogue's Passage

Land

Makes a creature unblockable.

Temple of the False God

Temple of the False God

Land

Extra mana in the late game.

Command Tower

Command Tower

Land

Produces any color in your identity.

Exotic Orchard

Exotic Orchard

Land

Flexible multicolor fixing.

Path of Ancestry

Path of Ancestry

Land

Color fixing with scry on creature casts.

Myriad Landscape

Myriad Landscape

Land

Ramp from the mana base.

City of Brass

City of Brass

Land

Untapped five-color fixing.

Mana Confluence

Mana Confluence

Land

Untapped five-color fixing.

Reflecting Pool

Reflecting Pool

Land

Copies colors your other lands produce.

Bojuka Bog

Bojuka Bog

Land

Free graveyard hate on ETB.

Castle Locthwain

Castle Locthwain

Land

Mono-color utility land.

Castle Garenbrig

Castle Garenbrig

Land

Mono-color utility land.

Castle Embereth

Castle Embereth

Land

Mono-color utility land.

Mystic Sanctuary

Mystic Sanctuary

Land — Island

Recurs an instant or sorcery.

Castle Vantress

Castle Vantress

Land

Mono-color utility land.

Castle Ardenvale

Castle Ardenvale

Land

Mono-color utility land.

Adarkar Wastes

Adarkar Wastes

Land

Nonbasic dual land for color fixing.

Glacial Fortress

Glacial Fortress

Land

Nonbasic dual land for color fixing.

Temple of Enlightenment

Temple of Enlightenment

Land

Dual land with scry.

Prairie Stream

Prairie Stream

Land — Plains Island

Nonbasic dual land for color fixing.

Port Town

Port Town

Land

Nonbasic dual land for color fixing.

Azorius Chancery

Azorius Chancery

Land

Bounce land — taps for two colors.

Caves of Koilos

Caves of Koilos

Land

Nonbasic dual land for color fixing.

Isolated Chapel

Isolated Chapel

Land

Nonbasic dual land for color fixing.

Temple of Silence

Temple of Silence

Land

Dual land with scry.

Tainted Field

Tainted Field

Land

Dual land (needs a Swamp).

Plains

Plains 4x

Basic Land — Plains

Basic land allocated from mana pip counts.

Island

Island

Basic Land — Island

Basic land allocated from mana pip counts.

Swamp

Swamp

Basic Land — Swamp

Basic land allocated from mana pip counts.

Mountain

Mountain

Basic Land — Mountain

Basic land allocated from mana pip counts.

Forest

Forest 3x

Basic Land — Forest

Basic land allocated from mana pip counts.