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The Comprehensive Guide to Cube Archetypes: Enchantress

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What Is Enchantress in Cube?

Argothian Enchantress

The Enchantress archetype is a synergy-based archetype built around playing enchantments and leveraging the body of enchantments you cast to draw extra cards, generate incremental value, and eventually overwhelm opponents through attrition and inevitability. It isn't about slamming huge threats early, nor is it purely about comboing off--it lives somewhere between control and value, leaning midrange/synergy.

Check out the other articles in this series here: The Comprehensive Guide to Cube Archetypes

Primary & Support Colors

Synergy with Other Archetypes

  • Good synergy: Enchantress plays nicely with broader "Enchantments Matter" themes, "Auras & Modified" themes, or even "Tokens" as many powerful enchantments like Hallowed Haunting generate tokens.
  • Parasite risk: It can become parasitic if you lean too heavily into very narrow payoff cards or enchantments that only matter in the archetype--this can slow the cube or force drafters into less fun decisions. Sanctum Weaver can usually push this archetype over the edge but is generally unwanted by most other archetypes.
  • Overlap: You might see cross-over with "Stax" or "Prison" archetypes via enchantment-centric control cards like Blind Obedience or with generic Midrange and Aggro decks because let's face it Rancor is a heck of a card.

Why Enchantress Works in Cube

When supported correctly, Enchantress offers a refreshing play-pattern:

  • It rewards deckbuilding and drafting skill (choosing the right enchantments, sequencing).
  • The payoff feels satisfying: every enchantment you cast generates incremental advantage (draws/cards) so you can snowball, and it often plays out like a storm combo that draws your whole deck, just over the course of several turns.
  • It fills a gap: many cubes skew creature-centric or spell-centric; Enchantress offers a different axis of gameplay, and becomes a backbone of game play for cubes looking to leverage specific enchantment centric sets like Theros or Duskmourn.
  • It can pivot between value and board dominance: once you build enough advantage, you can either out-value your opponent or flood the board.

The Core Package: Enchantress Staples in Cube

Here are the common building-blocks for the archetype:

Specific Cards to Consider

Sigil of the Empty Throne
Setessan Champion

  • Argothian Enchantress - The canonical "draw an extra card when you cast an enchantment" creature in the archetype.
  • Sigil of the Empty Throne - A payoff enchantment that creates 4/4 Angels each time you cast an enchantment.
  • Setessan Champion - Another engine piece that draws you through your deck and becomes a massive threat on its own.
  • Wild Growth, Fertile Ground, Utopia Sprawl - help you accelerate/fix your mana and churn through your deck.
  • Nyxborn Behemoth - is a fund and powerful game ender that rewards you for keeping enchantments in play and is incredibly hard to kill when it resolves..

Drafting Enchantress in Cube: What to Watch For

  1. Pick your engine early. Enchantress creatures and early payoff enchantments should be priority; without the engine, you're just playing "some enchantments" and likely losing.
  2. Ensure enough cheap enchantments to fuel the engine. You'll need enough "casts" of enchantments to trigger your engine, so include the supports.
  3. Don't overload on big bombs only. A deck full of high-cost enchantments without early playables will lag. Balance cheap plays + engine + late payoff.
  4. Include interaction / board presence. Some players build too lean and then get shut out by aggressive decks or removal.
  5. Be flexible. If you see the archetype isn't open (say your pack signals aren't pointing Enchantress), you can pivot into a general strategy with some enchantment payoffs.

Enchantress Pitfalls to Avoid

  • Too narrow support / parasitic cards. If most of your enchantments only matter when you have an Enchantress, you risk your deck being unfunctional if you don't draw or pick the creature, and enchantress theme is at it's best when you're running cards like Courser of Kruphix that are valuable to many decks.
  • Insufficient payoff or finishers. Building the engine is nice, but you still need a way to close the game before the opponent just beats you, and ideally that spot is not filled by a card that only works in a heavily dedicated Enchantress shell. Archon of Sun's Grace is a great example of this, because you feel like a genius when you make 5 tokens with it, but you also don't feel like an idiot if you follow it up with an Audacity and just start swinging for 6 lifelink in the air.
  • Over-committing to cheap ramp / acceleration but ignoring what you do with it. The ramp helps, but if your payoffs are weak, you'll just fall behind. A lot of designers and drafters new to the archetype will inadvertently create an environment where the player tends to build a powerful engine that is only capable of drawing their entire deck then losing.
  • Neglecting interaction. Enchantments often get removed or dealt with; you need answers to opponents who try to disrupt you, don't be afraid to splash Blue for that Counterspell.

Final Thoughts: Enchantress - Enchant and Conquer

The Enchantress archetype isn't flashy in the same way as turn-two bombs or ultra-fast combo decks, but when it hits, it feels elegant and powerful. You play a small symphony of enchantments, your engine hums, you draw extra cards, you build a board, and your opponent eventually can't keep up. Drafting and executing Enchantress in Cube rewards patience, synergy-awareness, and curve-crafting.

If you're building or drafting a Cube (especially in the White-Green realm) and are looking for a distinctive archetype with a different flavor than the usual creature-beatdown or combo rush, Enchantress is absolutely worth embracing. Just make sure you support it well -- it thrives when well-built, but can flop if under-funded.

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