









Overview:
This 5-color enchantment deck helmed by Go-Shintai of Life's Origin focuses on incremental value through Shrine tribal synergies and oppressive Curse effects. The strategy revolves around establishing multiple Shrine triggers per turn for damage, life drain, and token generation while burdening opponents with debilitating Curses. The commander serves as both a recursion engine for key enchantments and a token generator to amplify Shrine counts. Secondary synergies with enchantress effects (Sythis, Harvest's Hand, Setessan Champion) and Curse-tutors (Curse of Misfortunes) create a grindy control gameplan.
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-4): Deploy mana fixers (Sanctum Weaver, Fertile Ground), cheap Shrines (Go-Shintai of Lost Wisdom), and early Curses (Curse of Opulence). Use Sol Ring/Jukai Naturalist to accelerate.
- Mid-Game Value (Turns 4-7): Resolve key engines like Sanctum of All to tutor Shrines, Zur the Enchanter to fetch critical Curses, and Weaver of Harmony to copy triggers. Activate Go-Shintai's recursion ability to recover key pieces.
- Win Conditions:
- Shrine Overload: Stack multiple Shrine triggers with Honden of Infinite Rage (direct damage), Sanctum of Stone Fangs (life drain), and Honden of Life's Web (token swarm).
- Curse Accumulation: Use Curse of Thirst for exponential life loss and Curse of Misfortunes to chain Curses. Overwhelming Splendor locks opponents out of creature abilities.
- Token Beatdown: Combine Go-Shintai of Shared Purpose tokens with Curse of Predation counters for combat wins.
Mulligan Priorities:
- Prioritize hands with 3+ colors of mana sources and early ramp (Sanctum Weaver/Jukai Naturalist/Sol Ring).
- Keep hands with at least 1 Shrine or Curse that impacts the board immediately.
- Avoid hands lacking green mana for early ramp or 5-color fixing.
Key Tips:
- Use Zur, Eternal Schemer to turn Shrines into hexproof creatures for protection.
- Hall of Heliod's Generosity can recur critical Curses destroyed by opponents.
- Weaver of Harmony doubles potent triggers like Sanctum of All's tutor or Honden of Infinite Rage's damage.
Weaknesses:
Critical
- Crippling vulnerability to mass enchantment removal (Farewell, Cleansing Nova), with limited recovery outside Go-Shintai.
- Weak to Back to Nature/Calming Verse effects that can wipe the entire board state.
Moderate
- Slow setup leaves it vulnerable to fast combo decks before Shrine/Curse engines come online.
- Limited stack interaction to protect key pieces beyond Curse of Silence.
Minor
- Mana base relies heavily on basic lands, risking color screw despite enchantment-based fixing.
- Some anti-synergy between forced-attack Curses (Curse of the Nightly Hunt) and defensive Shrine tokens.
Most Important Cards:
- Sanctum of All (Shrine tutor/trigger doubler)
- Curse of Misfortunes (Curse engine)
- Sythis, Harvest's Hand (Card draw/life gain engine)
- Zur the Enchanter (Tutor for key 3MV enchantments)
- Weaver of Harmony (Trigger amplification)
- Overwhelming Splendor (Opponent lockdown)
- Honden of Infinite Rage (Primary damage source)
- Sanctum Weaver (Mana acceleration)
- Go-Shintai of Life's Origin (Recursion engine)
- Curse of Thirst (Scalable life drain)
Attribute Ratings:
Speed: 3/10
- Wins typically occur around T10+ through incremental Shrine damage and Curse accumulation.
Resilience: 5/10
- Moderate recursion via commander and Hall of Heliod's Generosity, but collapses to enchantment wipes.
Consistency: 6/10
- Multiple tutors (Sanctum of All, Zur) and card draw engines (Sythis) compensate for 5-color constraints.
Interaction: 4/10
- Reactive control comes solely from Curses like Curse of Exhaustion and targeted removal Shrines, lacking instant-speed answers.
Rating Justification:
This deck operates as a slow but synergistic enchantress build with multiple overlapping value engines. While it can create oppressive late-game states, its T10+ win clock and vulnerability to common board wipes place it firmly in the "Casual/Precon" tier. The inclusion of powerful tutors and recursion elevates it slightly above base precon level.
Power level: 4.0 - 4.5
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