
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.
Prompt: i want to build a 5 color enchantment deck and a way to protect my enchantments and just be overpowered
Commander
1 cards
Go-Shintai of Life's Origin
{3}{G}Legendary Enchantment Creature — Shrine
Chosen commander for the requested strategy.
Ramp
10 cards
Sanctum Weaver
{1}{G}Enchantment Creature — Dryad
Taps for massive mana based on enchantment count

Fertile Ground
{1}{G}Enchantment — Aura
Enchantment ramp that triggers enchantress draw

Dryad of the Ilysian Grove
{2}{G}Enchantment Creature — Nymph Dryad
Enchantment creature that fixes mana and provides extra land drops

Smothering Tithe
{3}{W}Enchantment
Explosive treasure generation from opponents' draws
Card Draw
10 cards
Sythis, Harvest's Hand
{G}{W}Legendary Enchantment Creature — Nymph
Cheap enchantress draw engine in the command 99

Enchantress's Presence
{2}{G}Enchantment
Hard-to-remove enchantment that draws on enchantment cast

Argothian Enchantress
{1}{G}Creature — Human Druid
Shroud-protected enchantress draw engine

Mesa Enchantress
{1}{W}{W}Creature — Human Druid
Draws a card whenever you cast an enchantment

Verduran Enchantress
{1}{G}{G}Creature — Human Druid
Redundant enchantress card draw trigger

Eidolon of Blossoms
{2}{G}{G}Enchantment Creature — Spirit
Draws on entry and on enchantment cast

Satyr Enchanter
{1}{G}{W}Creature — Satyr Druid
Draws cards whenever you cast enchantment spells
Removal
10 cards
Grasp of Fate
{1}{W}{W}Enchantment
Enchantment that exiles a threat from each opponent

Aura Shards
{1}{G}{W}Enchantment
Repeatedly blows up artifacts and enchantments when creatures enter

Darksteel Mutation
{1}{W}Enchantment — Aura
Neutralizes problematic opposing commanders

Kenrith's Transformation
{1}{G}Enchantment — Aura
Cantripping aura removal for opposing threats

Supreme Verdict
{1}{W}{W}{U}Sorcery
Uncounterable board wipe to reset creature swarms

Farewell
{4}{W}{W}Sorcery
Modular exile board wipe that leaves enchantments intact if desired
Threats/Wincons
21 cards
Hallowed Haunting
{2}{W}{W}Enchantment
Creates scaling spirit tokens with flying and vigilance

Sigil of the Empty Throne
{3}{W}{W}Enchantment
Produces 4/4 flying Angels with every enchantment cast

Archon of Sun's Grace
{2}{W}{W}Creature — Archon
Constellation trigger creates lifelink Pegasi

Starfield of Nyx
{4}{W}Enchantment
Reanimates enchantments and turns them into an attacking army

Omniscience
{7}{U}{U}{U}Enchantment
Allows casting spells for free to lock out the game

Sanctum of All
{W}{U}{B}{R}{G}Legendary Enchantment — Shrine
Tutors Shrines and doubles all Shrine triggers

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
{3}{B}Legendary Enchantment Creature — Shrine
Shrine-based removal that picks off opposing creatures

Go-Shintai of Lost Wisdom
{1}{U}Legendary Enchantment Creature — Shrine
Mills opponents scaled by Shrine count

Go-Shintai of Boundless Vigor
{1}{G}Legendary Enchantment Creature — Shrine
Pumps your Shrine creatures with +1/+1 counters

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
{3}{W}Legendary Enchantment — Shrine
Generates massive recurring life gain every upkeep

Honden of Infinite Rage
{2}{R}Legendary Enchantment — Shrine
Repeatable targeted damage to control the board

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
{3}{B}Legendary Enchantment — Shrine
Strips opponents' hands of resources every upkeep

Honden of Seeing Winds
{4}{U}Legendary Enchantment — Shrine
Draws an enormous number of cards every turn

Sanctum of Stone Fangs
{1}{B}Legendary Enchantment — Shrine
Drains opponents life each precombat main phase

Sanctum of Calm Waters
{3}{U}Legendary Enchantment — Shrine
Deep card draw and loot engine tied to Shrine count

Sanctum of Fruitful Harvest
{2}{G}Legendary Enchantment — Shrine
Generates substantial mana of any color combination

Sanctum of Shattered Heights
{2}{R}Legendary Enchantment — Shrine
Converts excess lands and Shrines into targeted removal

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
{G}{W}Enchantment
Gives all other enchantments shroud and tutors an enchantment

Greater Auramancy
{1}{W}Enchantment
Provides shroud to all enchantments and enchanted creatures

Privileged Position
{2}{G/W}{G/W}{G/W}Enchantment
Gives hexproof to all other permanents you control

Karmic Justice
{2}{W}Enchantment
Punishes opponents for destroying your noncreature permanents

Heroic Intervention
{1}{G}Instant
Protects your entire board with hexproof and indestructible

Teferi's Protection
{2}{W}Instant
Completely phases out your board in response to wipes

Replenish
{3}{W}Sorcery
Brings all enchantments back from graveyard to the battlefield

Destiny Spinner
{1}{G}Enchantment Creature — Human
Prevents your creature and enchantment spells from being countered















































