Last updated on March 3, 2026

Dance of the Manse - Illustration by Yeong Hao Han

Dance of the Manse | Illustration by Yeong Hao Han

You can get a lot of card advantage from interacting with graveyards, usually by getting back cards that were put there from the battlefield or from the library. Another common interaction is to cheat cards into play from the graveyard, often called reanimation. Today’s list gives you the best ways to get the most out of doing this with your enchantments.

I’ll cover the best ways in MTG to put enchantments from the graveyard directly onto the battlefield, obtaining tempo and card advantage this way. I’ll also cover what sorts of cards you’ll want to recur the most. There are also a bunch of commanders that can be built that benefit from this strategy.

With that in mind, let’s see what you can do with enchantments that lie in ours and our opponents' graveyards!

What Are Enchantment Recursion Cards in MTG?

Archon of Falling Stars - Illustration by Victor Adame Minguez

Archon of Falling Stars | Illustration by Victor Adame Minguez

Enchantment recursion is the ability to recover enchantment cards from your graveyard, either to your hand or straight to the battlefield. In MTG, the way a card interacts with the graveyard is usually associated with the color pie. While black usually recovers creatures from graveyards, red deals with artifacts, and white with enchantments. More recently, white has also been allowed to recover permanents with a mana value of 3 or less.

White and green are the colors most aligned with enchantments. Green has some recursion in the Eternal Witness effect, returning cards from the graveyard to the hand, enchantments included. Still, white is the king of enchantment recursion, and most cards from this list are white or white plus another color.

To keep this list smaller, I’m setting some rules here. I want to grab enchantments with any mana cost, so selective cards like Sun Titan are out. And I’m only putting cards on the list that return enchantments from your graveyard straight to the battlefield. The list would be much more extensive if I considered cards that return enchantments to your hand, and those cards are usually worse than the ones on this list since you need to recast the card.

Honorable Mentions

Cards like Muldrotha, the Gravetide and Eerie Ultimatum are powerful ways to recur enchantments. However, they also work for all kinds of permanents, so I've decided to exclude them from this list and Muldrotha has a separate deck guide. For the same reason, cards like Invoke Justice are left off; it's okay if the cards listed here can bring back other permanent types, but I want enchantments (or auras, sagas, etc.) mentioned by name.

#30. Nomad Mythmaker

Nomad Mythmaker

Nomad Mythmaker is a card that requires a lot of setup to be good. If you can activate its ability every turn and retrieve powerful auras from any graveyard, then it’s a nice one. You can’t use negative auras on your opponents’ creatures, and until you can profitably use the ability, this card is only a 2/2 for 3 mana.  

#29. Boonweaver’s Giant

Boonweaver Giant

In Boonweaver Giant, we have a Limited build-around card that plays well with good auras. The aura can be in your graveyard, but it can also come from your hand or library. The giant helps mitigate some of the card disadvantage associated with auras.

#28. Brotherhood Outcast

Brotherhood Outcast

Aura/equipment decks have made great strides lately, but every bit of card advantage helps. Fallout‘s Brotherhood Outcast is either a small-ball form of recursion for auras or provides a shield counter for your Voltron target of choice.

#27. Retether

Retether

Retether is a mass reanimation spell for auras only. I wonder if all kinds of enchantments would be too strong. Either way, the ceiling for this spell is the number of good auras you have in your graveyard at a given time.

#26. Rescue Skiff

Rescue Skiff

Edge of EternitiesRescue Skiff does what we need and reanimates an enchantment when it ETBs. But this spacecraft is a bit too expensive for just that effect, and only worth including it in your deck if you are going heavily for the station synergy.

#25. Mantle of the Ancients

Mantle of the Ancients

Mantle of the Ancients is similar to Retether except that all auras go to the same creature. As with all auras, if the creature dies before the spell resolves, you won’t get anything, so be sure you have a hexproof creature or protection ready. Mantle of the Ancients is excellent for aura decks that just got their board wiped to start rebuilding. Creatures like Champion of the Flame or Kor Spiritdancer are prime targets for this spell for the added benefit you’ll get.

#24. Harnessed Snubhorn

Harnessed Snubhorn

Harnessed Snubhorn is a weird case. It’s clearly made for Limited purposes, but in a set that didn’t have an official Limited format (March of the Machine: The Aftermath). I guess you can add it to your enchantment-based EDH decks since it’s a nice body, and once enchanted with an aura that gives trample or flying, this card can frequently go to town and get value.

#23. Cleansing Meditation

Cleansing Meditation

Cleansing Meditation is an enchantment sweeper, and if you have threshold, you’ll get to return all your destroyed enchantments to the battlefield. You’ll only recover the enchantments destroyed this way, so don’t think of this card as a Replenish variant.

It sees a lot of competitive play in Premodern.

#22. Norika Yamazaki, the Poet

Norika Yamazaki, the Poet

Norika Yamazaki, the Poet requires only that you attack alone with a samurai or warrior in order to cast an enchantment from your graveyard. Most of the cards from this list return the card straight to the battlefield without any cost, so it’s good that it's easy to trigger Norika’s ability. It works best with smaller enchantments with good ETB abilities and auras because you still have to pay for the card.

#21. Danitha, New Benalia’s Light

Danitha, New Benalia's Light

Danitha, New Benalia's Light is somewhat better than Norika Yamazaki, the Poet because you can get the effect without doing anything. You’ll still need to pay the cost and it’s limited to auras and equipment, but it reduces the card disadvantage risk from the aura strategy. Danitha’s body is also very well suited for a Voltron-style deck since it has vigilance, trample, and lifelink.

#20. Danitha, Benalia’s Hope

Danitha, Benalia's Hope

Danitha, Benalia's Hope comes with an aura or equipment attached to it. That works very well with auras that are in your graveyard or expensive equipment (Colossus Hammer comes to mind). The only caveat is that the equipment can’t be already on the battlefield, or else Danitha’s ability won’t work.

#19. Unfinished Business

Unfinished Business

The baseline of 5 mana to reanimate a creature from your graveyard is weak, but factor in bringing back additional permanents and you might be onto something with this white sorcery. Unfinished Business wants to be in a hybrid deck using both auras and equipment for max value, similar to how One Last Job persuades you to include saddles/mounts.

#18. Gerrard’s Hourglass Pendant

Gerrard's Hourglass Pendant

Gerrard's Hourglass Pendant is a very weird card. It's a 1-mana extra turn hater, and its activated ability saves you from a sweeper. It’s recursion in a sense, and if you had a lot of enchantments that just got destroyed via Austere Command, you’ll get them back. I’d say it’s an interesting card to play in artifact or enchantment-heavy decks. This card also undoes effects from cards like Cataclysm or Akroma's Vengeance, but just for you.

#17. Bruna, Light of Alabaster

Bruna, Light of Alabaster

Bruna, Light of Alabaster is a big angel as a 5/5 flier with vigilance, but the main part of the card is that whenever it blocks or attacks, you’ll get to attach a bunch or auras from different zones to it. In its Standard format, this card was used to cheat Eldrazi Conscription into play, and that has devastating effects. Bruna is a nice Voltron commander, and you can play all sort of cards that tutor strong auras or cards that get better with multiples auras like All That Glitters.

#16. Campus Renovation

Campus Renovation

Campus Renovation gives you enchantment or artifact recursion and up to two cards, and it has seen play in Standard in some Boros or Jeskai decks. It’s also at home in EDH decks that want a little recursion or more card advantage.  

#15. Estrid, the Masked

Estrid, the Masked

Estrid, the Masked is a Bant planeswalker that can be your commander and fits perfectly in enchantment decks. Its middle ability is a strong one for aura-based decks since it gives umbra armor to a permanent, but it’s the ultimate that we’re interested in today. It takes two turns to load the ultimate, and once it’s fired, you’ll mill seven cards and return all enchantments in the graveyard back to the battlefield.

#14. Cass, Hand of Vengeance

Cass, Hand of Vengeance

I don’t know anything about Fallout, so I don’t really get the flavor or references on Cass, Hand of Vengeance, so I’ll be evaluating it purely as a Magic: The Gathering card. This is a cool way to preserve your investments in aura/equipment decks, reattaching your modifications when a creature dies. It reads kind of like Reyhan, Last of the Abzan for auras/equipment rather than +1/+1 counters, and I also get the sense that there are some infinite combo lines with certain sac outlets here.

#13. Triumphant Reckoning

Triumphant Reckoning

Nine mana is very expensive, but Triumphant Reckoning gets the job done. Not only will it reanimate all your enchantments, but it also works for artifacts and planeswalkers, and only for your cards.

#12. Resurgent Belief

Resurgent Belief

In Resurgent Belief we get a Replenish effect that has suspend 2 for only 2 mana. That's already tempting, and we know that these free cards with suspend can be exploited with cascade or cards like As Foretold to be cast for free without the need to wait for two turns.

#11. Redress Fate

Redress Fate

Fate was naked but with a little bit of a miracle you can Redress Fate. This has the same card text as Brilliant Restoration, though at a more expensive cost. Put in some work to topdeck this (or naturally draw it for your turn), and you get a huge discount on this sort of effect. This pairs especially well with Brainstorm since drawing it early is quite bad, and Brainstorm can set up the miracle when the time is right.

#10. Ghen, Arcanum Weaver

Ghen, Arcanum Weaver

Here we have a Mardu commander that toggles enchantments between the battlefield and your graveyard. You’ll fill your decks with self-mill components and cheap enchantments like Spirited Companion. Once you start activating Ghen, Arcanum Weaver, the big hitters enter the scene from your graveyard. In this deck, a card like Gravebreaker Lamia can set up the next reanimation target, and you can also sacrifice sagas in their final chapter or enchantments that make you lose the game like Demonic Pact.

#9. Go-Shintai of Life’s Origin

Go-Shintai of Life's Origin

Go-Shintai of Life’s Origin is a 5-color commander that works best with shrines. You’ll get a 1/1 Shrine token each time a shrine enters the battlefield, and shrines work well in multiples, so you’re setting up a nice engine. Once you get mana, you’ll get to recover the enchantments you lost along the way. You’ll have lots of enchantments at once on the battlefield, so cards that work well with multiple enchantments like Sphere of Safety and Sanctum Weaver are key in this deck, as are all the enchantress variants and constellation cards.

#8. Yuna, Hope of Spira

Yuna, Hope of Spira

Yuna, Hope of Spira, from Final Fantasy, has been pretty impactful in Standard, and in different archetypes: as the top-end of aggressive Selesnya decks, or a finisher in control shells.In Commander, it sees a bit of play in the command zone, but more often than not she's in the 99 of Terra, Magical Adept or Tom Bombadil decks.

#7. Starfield of Nyx

Starfield of Nyx

Starfield of Nyx gives you a free enchantment recursion every turn. In a deck filled with nice enchantments and enchantment creatures, your opponents’ won’t have an easy way out of this. If they destroy your enchantments, you’ll get them back, barring something like Farewell. It’s nice to play this card in prison enchantment decks to allow you to attack with your enchantments once you’re in a safe spot.

#6. Second Sunrise

Second Sunrise

Second Sunrise can be a powerful recursion spell, but it requires you to sacrifice your permanents or have them destroyed. You’ll usually pair it with sacrifice outlets or with cards that can be sacrificed for value like the Mirrodin Spellbombs or cards like Omen of the Sea. It’s an instant, so you can cast it after a board wipe hits the table. Like Open the Vaults, it works for every player, so if you're casting it, you’ll try to find the perfect window to get the most rewards.

#5. Tameshi, Reality Architect

Tameshi, Reality Architect

My only real gripe against Tameshi, Reality Architect is that it can be a bit clunky to play with, both digitally on MTG Arena or in paper. The in its activated ability makes it tricky to get the numbers right, and there are usually triggers upon triggers between the first bounce clause and whatever you’re getting back into play. Jump the complications hurdle and you’ve got an awesome recursive Azorius commander that can bring back lock pieces or value enchantments while drawing into extra cards.

#4. Open the Vaults

Open the Vaults

Open the Vaults works as a massive artifact and enchantment reanimation spell. It works for other players too, so the trick is to get the most benefit for yourself. Usually, when you play this kind of card, your deck will be built to set up a nice Open the Vaults scenario for you.

#3. Replenish

Replenish

I could rate Replenish as the best or second best card on this list, but it’s in third place simply because it sees play in fewer formats. You’ll play Replenish in enchantress decks in EDH and you’ll get all enchantments back from your graveyard to the battlefield. It’s simple, effective, powerful, and hard to get a hold of due to its Reserved List status.

#2. Brilliant Restoration

Brilliant Restoration

Brilliant Restoration saw some Standard play when it was around, but now its home is EDH, where it's an effective finisher for enchantment and/or artifact decks.

#1. Dance of the Manse

Dance of the Manse

Dance of the Manse is a mass resurrection spell that brings artifacts and enchantments back. And if X is greater than 6, you’ll even get enough creatures to win the game from there. It was a nice pair with Doom Foretold in Throne of Eldraine Standard, and it works best with cheap enchantments that have good ETB effects. It’s also playable in Azorius EDH decks that have an enchantment theme.

Best Enchantment Recursion Payoffs and Enablers

Here are a few ways to get the most out of your enchantment recursion cards:

Let’s start with expensive enchantments, like City on Fire, Omniscience, Legion Loyalty, Eldrazi Conscription, One with the Multiverse. You're usually in the driver's seat once you cheat one of these into play.

Looting effects allow you to get your expensive enchantments into the graveyard. Be it Faithful Mending or something like Cathartic Reunion, you’ll usually need to have consistent ways to dig through your deck and to discard a good enchantment.

Enchantment creatures are a way to fill your deck with creatures and use enchantment recursion to reanimate creatures. There are a few good and expensive ones, like Nyxborn Behemoth, Arvinox, the Mind Flail (AKA Mind Flayer, the Shadow), and Athreos, Shroud-Veiled.

Enchantments that have a good spell-based effect when they ETB, like Omen of the Sea, Treacherous Blessing, or even The Kami War, are perfect to get the most out of your enchantment recursion cards. Sagas fit this bill perfectly because they have powerful effects while in play, and they go to the graveyard naturally just waiting for the recursion.

Constellation and eerie are role-players whenever enchantments pop up. In particular, mass recursion on effects like Redress Fate and Brilliant Restoration are great ways to get a ton of constellation/eerie triggers all at once, which can turn cards like Grim Guardian and Balemurk Leech into wincons.

Last but not least, recursion decks should include some amount of graveyard protection. If your strategy is to bring them back, make sure your opponent can't mess with them!

Wrap Up

Yuna, Hope of Spira - Illustration by NINNIN

Yuna, Hope of Spira | Illustration by NINNIN

Anyway, that’s all from me on enchantment recursion. It’s very fun when it works, and enchantments are hard to remove since most removal and sweepers deal naturally with creatures. Many decks are designed with this component in mind, and in EDH we can build powerful enchantress-based decks that benefit from playing lots of enchantments.

And if you’re already playing them, throw in some good recursion cards, will you? What cards didn’t make the list? Any notable omissions? Let me know in the comments section below or let’s discuss it in our Draftsim Discord.

Thanks for reading folks, and I’ll see you around.

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