Overview
Adaptive Enchantment is an enchantress deck led by a planeswalker. Estrid, the Masked can be your commander and enters with three loyalty. Its +2 untaps each enchanted permanent you control, its -1 creates a white Aura enchantment token named Mask attached to another target permanent with enchant permanent and umbra armor, and its -7 mills seven cards and returns all non-Aura enchantment cards, then all Aura cards, from your graveyard to the battlefield.
The 99 cards are 25 creatures, one artifact, 25 enchantments, 2 instants, 7 sorceries and 39 lands. The deck has enchantment payoffs such as Eidolon of Blossoms, Sigil of the Empty Throne, Enchantress's Presence, Ajani's Chosen and Tuvasa the Sunlit, and a big pile of Auras, including the umbra Auras Bear Umbra, Snake Umbra, Eel Umbra and Octopus Umbra, which protect your creature from destruction. Creatures such as Bruna, Light of Alabaster and Heavenly Blademaster gather the Auras onto one huge attacker.
Key Cards
Playing the Deck
The early game is about mana and cheap enchantments. Sol Ring, Wild Growth, Fertile Ground, Overgrowth and Dawn's Reflection ramp you, Herald of the Pantheon makes enchantments cheaper, and Enchantress's Presence, Ground Seal and Eidolon of Blossoms draw cards. Tuvasa the Sunlit grows with each enchantment.
The middle of the game is about stacking Auras. Ajani's Chosen makes Cats from each enchantment, Sigil of the Empty Throne makes Angels, Estrid, the Masked untaps and masks permanents, and Unflinching Courage, Vow of Wildness, Vow of Flight and Epic Proportions make a creature huge. Sage's Reverie and Unquestioned Authority draw cards, and Whitewater Naiads makes a creature unblockable.
The late game is about a single massive threat and a recovery. Nylea's Colossus doubles a creature's power and toughness, Octopus Umbra gives an 8/8, Spawning Grounds makes a 5/5 Beast every turn, and Silent Sentinel and Creeping Renaissance bring enchantments back. Winds of Rath destroys only creatures that are not enchanted, and Martial Coup and Phyrexian Rebirth reset the board.
Strengths & Weaknesses
Strengths: The deck has a huge number of card draw and token engines, and umbra armor makes a creature very hard to remove. It also has good interaction, including Bant Charm, Dismantling Blow, Reclamation Sage, Soul Snare and Winds of Rath.
Weaknesses: Putting Auras on one creature risks a two-for-one, although umbra armor helps, and an enchantment deck can struggle against enchantment removal. The deck has only two instants, so it has little interaction on an opponent's turn, and it is three colours with many gold cards.
Want to improve it? See the Adaptive Enchantment upgrade guide: twelve swaps with the data behind each one.
Want to see what a fully optimised Estrid, the Masked build looks like? Try the Oracle.
✦ Build with The OracleFrequently Asked Questions
What cards are in the Adaptive Enchantment decklist?
The Adaptive Enchantment precon is a 100-card Commander deck led by Estrid. The full Adaptive Enchantment decklist, with every card, current prices and a button to copy the list into your deck builder, is on this page.
When was Adaptive Enchantment released?
Adaptive Enchantment was released on August 10, 2018 as part of Commander 2018.
Who is the commander of Adaptive Enchantment?
Adaptive Enchantment is led by Estrid, the Masked, a Bant (W/U/G) legendary planeswalker.
How many creatures are in Adaptive Enchantment?
The 99 cards besides Estrid, the Masked include 25 creatures.
How many lands does Adaptive Enchantment have?
Adaptive Enchantment has 39 lands in the 99 cards besides Estrid, the Masked, including basic lands.
Full Decklist
All 100 cards from the out-of-the-box Adaptive Enchantment precon, with current prices. Click any card to expand it.