Karametra, God of Harvests - Illustration by Eric Deschamps

Karametra, God of Harvests | Illustration by Eric Deschamps

Enchantments aren’t limited to any specific color or combination of colors, but there are some color combinations that are clearly better at supporting this card type. Selesnya () is one of, if not the best color combinations for enchantment support. As such, it’s no surprise that some of the best Selesnya cards are seriously powerful enchantments.

These enchantments embody many of the strengths of the Selesnya color pair. Some of them are great support pieces for decks that are built to go wide with creatures, while others offer support for other enchantments. There are also several cards that offer protection in the form of hexproof, shroud, or indestructible, another strength of white and green.

Let’s take a look at the best Selesnya enchantments that Magic has to offer.

What Are Selesnya Enchantments in MTG?

Oath of Ajani - Illustration by Wesley Burt

Oath of Ajani | Illustration by Wesley Burt

Selesnya enchantments are any enchantment cards that are white and green. While there are mono-white enchantments and mono-green enchantments that would also be very useful in a Selesnya deck, this list specifically focuses on enchantments that are both white and green.

The term Selesnya, used for white and green cards, comes from the Ravnican Guild of the same name. Many players use the names of the 2-color Ravnican Guilds as shorthand for Magic’s ten color pairings.

#31. Ajani’s Aid

Ajani's Aid

Ajani's Aid is a somewhat underwhelming card, especially for its mana cost. It not only requires you to run another specific card to be fully worth playing, but it’s also a pretty overpriced Fog effect that only targets a single creature. This is the kind of card that’s good in a EDH precon to help new players learn the basic idea of how cards can synergize with one another, but it isn’t very strong enough to be worth playing otherwise.

#30. Captured by Lagacs

Captured by Lagacs

Captured by Lagacs is a perfectly fine card in a Draft environment. That said, in Constructed formats, you have better, more permanent forms of removal that likely work better. Still, this is a solid pick for a draft, especially if you have synergies with +1/+1 counters.

#29. Buried in the Garden

Buried in the Garden

Buried in the Garden is in a similar situation as Captured by Lagacs but is a bit stronger in a few ways. Since it exiles the permanent you target, if you hit a token with it, it’s essentially just removal. This card can also hit a wider range of targets, and it gives you the added benefit of getting to tap your land for additional mana.

#28. Nature’s Blessing

Nature's Blessing

Nature's Blessing can situationally be helpful. That said, its benefits might not always be worth giving up another card for. The strength of this card lies in its variability, as it allows you to pick the perfect option for a given situation. It can also be done at instant speed, giving you more flexibility when buffing your creature.

#27. Reclamation

Reclamation

Reclamation can seriously hinder a black deck’s ability to attack you. The only downside is that you basically have to know ahead of time that you’ll be playing a combat-focused black deck for this enchantment to be worth including. It could potentially work as a sideboard piece or in multiplayer formats where it’s likely that at least one player will be affected by it. Still, you always run the risk that this might be a dead draw depending on your opponent.

#26. Fall of the Impostor

Fall of the Impostor

The first two chapters of Fall of the Impostor aren’t too bad and can be especially helpful in a deck built around +1/+1 counters. This saga‘s third chapter is perhaps the strongest, allowing you to remove a big threat from the board. Because the third chapter targets a player and not a creature, it also allows you to remove creatures with hexproof or protection.

#25. Battle for Bretagard

Battle for Bretagard

Battle for Bretagard is a solid tool for a token deck. If it gets through all three chapters, this saga can also net you 4 creatures without you having any other tokens on the board besides the one it generates. This is a pretty good deal for 3 mana, allowing it to be an effective early-game play and a splashy late-game play in the right deck.

#24. Wellspring

Wellspring

Wellspring is a unique card because it essentially lets you and an opponent share one land. It’s worth noting that this card has been errata’d to read “When Wellspring enters the battlefield, gain control of enchanted land until end of turn. At the beginning of your upkeep, untap enchanted land. You gain control of that land until end of turn.” This means, if Wellspring is removed while you control the land, you still have to give it back at the end of your turn.

#23. Oath of Ajani

Oath of Ajani

Oath of Ajani is a cheap way to drop counters on all your creatures. Add to that its cost reduction, and this card becomes a very good deal for its low cost. I consider this an auto-include with Superfriends commanders and decks, especially ones that are focused on generating large numbers of token creatures.

#22. Glare of Subdual

Glare of Subdual

Glare of Subdual works very well in Selesnya decks that generate a lot of tokens – I run this in a Rhys the Redeemed elf ball deck to great effect. Though it initially seems underwhelming, it actually gives you a great way to get past blockers without your weaker tokens dying. Because it’s a Glare of Subdual’s effect that taps the creatures, you can even use newly generated tokens to tap down opponents’ creatures, even if they have summoning sickness. This allows you to get past your opponents’ defenses without having to thin out your attacking force.

#21. Growing Ranks

Growing Ranks

Growing Ranks continues to give you more value the longer it stays out, and it’s only a one-time cost for continued benefits. Though it isn’t an inclusion for every deck, it’s a great addition to any deck focused on creature tokens.

#20. Collective Blessing

Collective Blessing

Collective Blessing offers a substantial buff to all your creatures. Since Selesnya is a good color combination for token decks that like to create wide board states, this card can have a serious impact on a game. Its only real drawback is its cost, but as it’s a potential game-winner, that isn’t a huge deal.

#19. Armadillo Cloak

Armadillo Cloak

Armadillo Cloak is a decent buff for its mana value. Giving your creature lifelink (in all but name) can also play into Selesnya’s lifegain strategies.

#18. Unflinching Courage

Unflinching Courage

Unflinching Courage is a functional reprint of Armadillo Cloak, but now it has the actual lifelink keyword ability on it instead of explanatory text. In my mind, this gives the card the slightest of edges over the previous version, as there’s simply less text to read.

#17. Indrik Umbra

Indrik Umbra

Indrik Umbra can be a very good way to get rid of some pesky creatures that your opponent wouldn’t usually risk blocking or attacking with. Because it gives your creature first strike, there’s a good chance it can take out its blockers without dying. Even if it can’t, your creature survives thanks to this being totem armor. Because all your opponents’ creatures that are able to block will, you’ll get to order damage however you want to ensure you’re destroying the creatures you want gone.

#16. Shield of the Oversoul

Shield of the Oversoul

Shield of the Oversoul is a cheap way to make one of your creatures indestructible. On a Selesnya creature, this enchantment can be particularly powerful, as you have a very strong attacker or blocker with some evasion. This can be especially powerful on Selesnya creatures with vigilance, allowing you to deal flying combat damage while also being able to defend with an indestructible creature.

#15. Pollenbright Wings

Pollenbright Wings

Pollenbright Wings can help you keep your board full of token creatures, especially when you use it to enchant a creature with high power. The tokens being saprolings is also notable, as this card can interact with the many cards that specifically use Saproling tokens, like Vitaspore Thallid.

#14. Almost Perfect

Almost Perfect

Almost Perfect can be a massive buff, and also a good way to protect one of your creatures. Throwing this on a commander can make it a serious threat thanks to commander damage, or you can put it on an infect creature to create a somewhat weaker Blightsteel Colossus at a discounted price.

#13. The Curse of Fenric

The Curse of Fenric

The Curse of Fenric is an effective form of removal, regardless of how far into this Doctor Who saga you get. If you manage to get all the way through the last chapter, you can potentially take out five opposing creatures for just 4 mana. You have the option of destroying a creature or not with this saga’s first chapter, so you get to decide whether it’s a good exchange to give that opponent a token or simply leave them with what they have.

#12. Sigil of the Nayan Gods

Sigil of the Nayan Gods

Sigil of the Nayan Gods is a very strong enchantment in a deck that creates a lot of creatures. However, even if you just have a few creatures, this enchantment is still a good deal at only 3 mana. Add to that the option to cycle it if it isn’t going to be helpful when you draw it, and Sigil of the Nayan Gods is an easy inclusion in many creature-based decks.

#11. Dueling Grounds

Dueling Grounds

Dueling Grounds is a very helpful card for decks built around attacking with a single strong creature. Both exalted decks and Voltron decks can get good use out of this card, as it allows you to continue attacking with the only creature you would have attacked with anyway while limiting the number of creatures your opponents can send at you. This makes it a good inclusion in a Rafiq of the Many or Uril, the Miststalker Commander deck.

#10. Wheel of Sun and Moon

Wheel of Sun and Moon

One of Wheel of Sun and Moon’s best strengths is its versatility. If you enchant yourself with this card, it protects you from being milled out and ensures any of your destroyed permanents go back into your deck for potential later use. Alternatively, you can use this card to enchant an opponent who relies heavily on their graveyard for resources. This stops them from being able to reanimate creatures or make big plays from the graveyard since they’ll be forced to put the cards back into their deck instead.

#9. Hunting Grounds

Hunting Grounds

Hunting Grounds can be an extremely powerful enchantment once it’s online, allowing you to drop some massive creatures for free. I’d wait to cast this spell until you’ve fulfilled the threshold requirements. Even if it’s targeted from removal, it’ll give you at least one creature you can cheat out.

#8. Jukai Naturalist

Jukai Naturalist

Jukai Naturalist may not be the splashiest card on this list, but this enchantment creature is one that offers a lot of value throughout the course of a game. Selesnya is a good color combination for an enchantments-matter deck, and Jukai Naturalist makes it even easier for you to play your best cards earlier in the game in these decks.

#7. Mirari’s Wake

Mirari's Wake

Mirari's Wake essentially doubles your mana output, accelerating your game pretty quickly. Its buff to your creatures isn’t too big, but in a Selesnya tokens deck, it can be pretty impactful since you’ll multiply that buff by however big your army is. This card’s mana doubling also makes it easier to grow your board state and therefore makes it easier for its own buff to be meaningful.

#6. Privileged Position

Privileged Position

Privileged Position protects your permanents from any targeted effects, forcing your opponents to remove it first. That alone would be pretty powerful, but Selesnya also has this same ability on other cards like Sigarda, Font of Blessings. If you can get both on the field at once, they’ll protect one another, making it far more difficult for your opponents to remove any of your permanents.

#5. Calix, Guided by Fate

Calix, Guided by Fate

Calix, Guided by Fate synergizes with both +1/+1 counters and enchantments, making it a solid choice for a variety of Selesnya decks. Its ability to copy enchantments can be particularly powerful, for example, coping a Privileged Position would give all your permanents hexproof. Or, you could use Calix to copy Solemnity, giving you an additional chance at a combo piece in certain decks. There are a lot of ways to make Calix, Guided by Fate a powerful part of an enchantment deck, making it one of the better options in this color pairing.

#4. Aura Shards

Aura Shards

Aura Shards can be a very effective form of removal in a creature-heavy Selesnya deck. This can be very punishing for other enchantment or artifact decks, especially if you’re playing a token deck that creates a lot of creatures.

#3. Sythis, Harvest’s Hand

Sythis, Harvest's Hand

Sythis, Harvest's Hand is perhaps the best Selesnya commander if you want to focus on enchantments, in addition to being an enchantment itself. Though it doesn’t have a super flashy effect, it allows you to have a very consistent game since you’ll often keep your hand full.

#2. Sterling Grove

Sterling Grove

Sterling Grove is perhaps one of the best tools for a Selesnya enchantments deck. Not only will it keep your other enchantments safe, but you can also use it as a tutor at instant speed. This means that even if it would be removed, you can pay just 1 mana to go get another powerful enchantment from your deck in response.

#1. Karametra, God of Harvests

Karametra, God of Harvests

Karametra, God of Harvests is another enchantment creature that can help make your game more consistent. Not only will it give you a consistent form of mana ramp, but it also helps to thin out your deck. Karametra, God of Harvests also removes the need to play ramp spells, allowing you to instead focus on playing creatures while also continuing to grow your mana base. Since this god is indestructible, you can rely on it sticking around for a good amount of time, making it a good option for a Selesnya commander.

Best Selesnya Enchantment Payoffs

Enchantress's Presence Sigil of the Empty Throne

One of the best payoffs for Selesnya enchantments, or enchantments in general, is cards with abilities that trigger when you cast one. Enchantress's Presence for example lets you draw a card every time you cast an enchantment, or Sigil of the Empty Throne gives you a powerful token creature. One ability word to look out for is constellation. This is a blanket term for abilities that trigger when an enchantment enters the battlefield under your control.

Another good payoff for Selesnya enchantments are cards like Sanctum Weaver that care about how many enchantments you control. This card can be tapped for a significant amount of mana in decks built around enchantments. Cards like Ancestral Mask and All That Glitters can also be good payoffs for having a lot of enchantments.

Wrap Up

Hunting Grounds - Illustration by Eli Minaya

Hunting Grounds | Illustration by Eli Minaya

Selesnya enchantments are some of the best in the game when it comes to supporting other enchantments. They’re also helpful for supporting creatures or decks that like to create a lot of them. It’s also important to remember that, just because an enchantment is lower on this list, it doesn’t mean it isn’t the best one for specific situations. Dueling Grounds, for example, is a much better choice for my Uril, the Miststalker deck than something like Aura Shards, so it’s worth considering which of these are best for your specific build.

If you have any questions or just want to discuss your favorite Selesnya enchantments, I’d love to hear from you down in the comments. You can also reach out on Draftsim’s Twitter, or on our Discord server. If you want more advice on enchantments or a fun deck to use them in, you can check out the other guides on Draftsim’s blog.

Thank you for reading and see you next time!

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