Tuvasa the Sunlit | EDH Budget Deck Tech $25 | Enchantress | Magic the Gathering | Commander
Command your budget! Here at The Commander’s Quarters we brew fun and focused $25 EDH decks. On this deck tech we brew with Tuvasa the Sunlit as our commander. Cantrip with to your enchantresses and then demolish your opponents with an unstoppable Tuvasa!
Support us directly, get rewards, and join The Commander’s Quarter’s community on our Patreon page:
Get your official Commander’s Quarters swag at:
TCGplayer.com not only has great prices, but they also sponsor The Commander’s Quarter’s so make sure you get your magic product there to help support the show!
$25 Tuvasa the Sunlit decklist:
Tuvasa the Sunlit upgraded deck:
Reasonable Upgrades only:
Check out our other decks and lists:
Follow and reach out to us on social media!
“Check them In” Ema Grace (
Licensed under Creative Commons: By Attribution 4.0
Tuvasa the Sunlit | EDH Budget Deck Tech $25 | Enchantress | Magic the Gathering | Commander
hello and welcome to the commanders quarters I'm your host Mitch glad to be here if this is your first time that may be a quick rundown on what we're all about here at the commanders quarters we build abundant in expensive focused commander decks a focus commander deck is more tuned than a casual deck but not quite to the level of a competitive Rob demise deck commanders quarters decks are built within a twenty five dollar budget that's $25 for one hundred cards in prices on this show are powered by our sponsor TCG player before we get started today though make sure you go check out our new classic pink play mat in commanders quarters t-shirts on the commanders quarters comm and thank you to everyone who's already purchased our merchandise it really does help support the channel also make sure that you subscribe to the channel and click that little Bell notification icon so that you can stay up to date and the latest commanders quarters episodes today's commander is tu vas of the sunlit to Vasa is a 1:1 merfolk shaman that cost green white blue she gets plus one plus one for each enchantment we control and whenever we cast our first enchantment spell each turn we get to draw a card so to Vasa is a minion change worse effect and it's gonna draw us one card each turn as long as we cast an enchantment and also the more enchantments that we put into play the stronger she's gonna become so what's our strategy with this deck well we're gonna can trip with enchantments have protect and buff we have other Enchantress's in this deck that can draw even more cards and we're gonna be running enchantments that protect our commander protect us and buffer too so how do we win with this neck well we're gonna demolish our opponents with our suited up commander to Vasa is gonna get huge with the number of achievements that we have on the battlefield and also the pump effects that we have and then we've got plenty of ways to give her evasion to get that 21 points of commander damage in as with all commanders quarters decks I'm gonna break this deck down into ten different tactics that show you how the deck works and how you're gonna win with it so let's get into it with our first tactic tactic number one bounty of the land first up we're gonna be running a bunting growth in urban utopia both of which do the exact same thing they're going to enchant one of our lands and when they enter the battlefield we get to draw a card and then that link and tap for any color while these cards actually don't ramp us they do help us fix our mana and they replace themselves and then we're running wild growth which is gonna make one of our lands tap for an extra green overgrowth does the exact same thing but it's gonna be too green instead while neither of these cards help us fix our mana they both help us Ram quickly next up is fertile ground which says when an enchanted land is tapped from in its controller adds an additional one man of any color Don's reflection does the exact same thing but it's gonna be too minute instead both of these cards are both very efficiently costed and help us ramp and fix our mana and then we've got Verdun Hayden and gift of paradise both of which are slightly less efficiently costed but do provide us with some utility Haven is gonna gain us to life when it comes into play and it's gonna give us one additional man of any color gifted paradise is gonna gain us three life in the enchanted land is gonna be able to tap or two men of any one color next up we've got weirding one in New Horizons each of which has that exact same effect but instead of gaining us life we're doing what is going to give us a clue token a New Horizons would say plus one plus one counter on target creature we control finally we're running Herald the Pantheon which says enchantment spells you cast costs one less to cast and whenever you cast an enchantment spell you gain one lion even including our lands over half of this deck is going to be enchantments so not only is this card gonna save us a ton of mana but it's also gonna get me to say a lot of life the more enchantments that we run in this deck the more our commander benefits from them but even with all these enchantments she's limited to only drawing us one card each turn so let's go through some cards that don't have that limitation in tactic number two Ella Enchanted first up we've got Verdun Enchantress mesa enchantress and satyr enchanter each of which does pretty much the exact same thing whenever we cast an enchantment spell with them and play we get to draw a card these effects are much better than our commanders because they don't have that limitation of only one draw each turn so if we get one of these in play early they can provide us with a ton of value next up is Enchantress presence which does the exact same thing but it's an enchantment itself not only is this harder for our pawns to deal with but it's also gonna benefit our commander and us whenever we cast it and then I'd a lot of blossoms is also an enchantment but it's an enchantment creature it has constellation whenever it or another enchantment enters the battle field under our control we draw a card all of these enchantress effects are fantastic and provides a ton of value throughout the game but we're also gonna be running other things that provide card advantage like ever watching threshold it's an enchantment that says whenever an opponent attacks you you Endora planeswalker you control with one or more creatures draw card this a great way to not only did turret axe but if we are attacked it provides us with some value and finally there's abundance which technically doesn't provide us with card even H but it does provide us with card selection it says if you would draw a card you may instead choose land or an online card and reveal cards on the top of your library until you reveal a card of the chosen kind put that card into your hand and put all of their cards revealed this way on the bottom of your library in any order this is a fantastic way to make sure that we're not drawing any lands if we don't want to this effect is especially powerful if one of our enchantress is in place so we can draw more and more enchantments but in order for this deck to be effectively to protect our commander and our Enchantress's – so let's go through some cards that can help us with that in tactic number three under my Umbra first up we've got spider and snake Umbra both of which have totem armor totem armor is a key word that says if an chanted creature would be destroyed and said remove all damage from it and destroy this aura this a fantastic effect that can not only save our commander but can also save our other key creatures to every one of our members has totem armor but it's also going to give a little action – spider ombre also gives +1 +1 and reach in snake amber gives plus one plus one and has whenever this creature deals damage to an opponent you may draw a card next up there's hyena Umbra which is going to get +1 +1 in first strike and then we're running Elin number which gives plus 0 plus 4 next up there's a lumber which has splash and it's gonna get plus 1 plus 1 and finally octopus Umbra has enchanted creature has base power and toughness eight eight and has whenever this creature attacks from a tap target creature with power eight or less this say very powerful number because essentially by itself to gets our commander up to a nine nine and on top of that it can tamp down our opponents best defender to help us get through but again the most important part of all these numbers is that they have totem armor but Umbra's aren't the only way that we can protect our commander so let's go through some other ways in tact a number for sunny day first up is mask of long grace which is going to give an chanted creature protects you from black and red not only does this give to Vaastu protection from a lot of removal spells but it also helps her get through against certain decks and it just one mana this is an incredible value and then we're running canopy cover which also serves a dual purpose for this stack it says enchanted creature can't be blocked except by creatures with flying or reach an enchanted creature can't be the target of spells or abilities your opponent's control so again this not only helps protect to hosta but it also helps our good through next up there's flicker form which allows us to pay two white white to exile and chanted creature and all ORS attached to it and then the beginning of the next end cept we get to bring it all back this a fantastic repeatable way that allows us to not only dodge targeted removal but also board wipes and finally we're running indestructibility which says enchanted permanent has indestructible again this deck heavily revolves around its commander so we want to make sure that we can protect her but we also want to have her protect us too so let's go through some ways that she can do that in tactic number five stay vigilant first up there sarah's blessing which says creatures you control have vigilance generally our commander is going to be the biggest creature on the board and we've got plenty of ways to protect her to make sure that she stays alive when she attacks but by attacking with her we can leave ourselves wide open vigilance allows us to freely swing with our commander each turn also since this is an enchantment and none or it's gonna stick around even for our commander dönitz so we're also gonna be running brave the sands which does the exact same thing but it also says each creature you control can block conditional creature each combat so this is an even better way to deter our pawns from attacking us and finally there's always watching which says non token creatures you control get +1 +1 and have vigilance each of these enchantments are fantastic at helping us swing out with our commander while still protecting ourselves but we've got some other ways to protect ourselves outside of to vasa so let's go through some of them now in tactic number 6 self care for supper running oblivion ring which is going to exile target non-land permanent until it leaves the battlefield and then banishing light does the exact same thing but only for permanent and opponent controls next up there's Conclave tribunal in Castel both of which you the same as vanishing light but with some extra utility Conclave Tribunal has convoke in cast out has flash and cycling for a white and then we're running spectral grass which says enchanted creature can't attack you or a planeswalker you control an enchanted creature can't block creatures you control this is a great way for us to take out a threat but still allow it to impact other players next there's a rest which says enchanted creature can attack or block and it's activated abilities can't be activated and law mages binding does the exact same thing but it also has flash these are both great ways to pretty much shut down any creature on the board and then we're gonna be running seal away which has flash and it says when seal away enters the battlefield exile target tapped creature and opponent controls until seal away leaves the battlefield stasis near does the exact same thing but it doesn't have that tapped requirement dealing with our opponents creatures helps us in multiple ways not only do we protect ourselves from threats but we also help our commander get through we've got an even better way to protect ourselves with our golden pick of the deck the golden pig is our number one card out of our 99 and the golden pick for this deck is fear of safety see air safety is an enchantment that costs poor and whiten and says creatures can detect you or planeswalker you control unless their controller pays X for each of those creatures where X is the number of enchantments you control as I mentioned before the vast majority of spells in the stack are enchantments so it's very easy for us to get a ton of enchantments on the battlefield very quickly spear safety is a huge deterrent for our phones to ever attack us whenever it's in play even if they can pay for that X cost it's pretty much gonna cost them all their man in that turn and they can only swing with one creature and there gonna be plenty of times when we have enough enchantments on the board that none of our ponies can actually even pay for it this card does an incredible job of protecting us and allows us to swing with our commander without worrying about a crack back at a certain point if our opponents can't deal with this card they're pretty much never gonna get any attacks through and that's what makes this card the golden pick of the deck and finally we're gonna be running winds of wrath which says destroy all creatures that aren't enchanted they can't be regenerated so while this doesn't protect us indefinitely it can be pretty much a one-sided board wipe but these aren't the only ways for us to protect ourselves we've got some more flexible ways too so let's go through them now in tactic number 7 go elsewhere first up we've got valve Duty valve flight and valve wilderness each of which make it so that a creature can't attack us or planeswalker we control valve duty is also going to get +2 +2 and vigilance valve flight is going to get +2 +2 and flying and valve wilderness is going to get + 3 + 3 + trample so we can use these cards in two ways the first is that we can enchant one of our opponent's biggest threats by doing this we make them into an even bigger threat but they can't come at us in the second ways that we can use them to buff our commander these are very flexible cards that can help us out in a variety of situations so we're also gonna be running some more flexible cards with spirit link spirit loop and armadillo cloak spirit link says when enchanted creature deals damage you gain that much life so we can put this on to vasa to gain a ton of life whenever it hits or we can put it on one of our opponent's biggest threats that pretty much neutralized that threat to us although that creature can still swing at us whenever it deals damage we're just going to gain that much like that and if our opponent uses it to block or if it swings elsewhere we're going to gain life to spirit loop does the exact same thing but it says when it's put into a graveyard from play return it to its owner's hand so this is a great repeatable effect that we can use multiple times in a game and finally armadillo cloak does the same thing as spirit link but it's also going to get +2 +2 and trample the flexibility that these cards provide our fantastic effects for the stack but what about some cards that aren't really flexible but can help our commander hit even harder let's go through them now in tactic number eight pack the punch first up there's some of the guns which isn't an enchantment but it's definitely worth including it's an equipment that's going to give a quick creature plus one plus one for each enchantment we control and then ethereal armor has the exact same effect but it's also going to get first strike so both of these are essentially ways that we can double up on our commanders effect with just one of these attention to Vasa now instead of getting one power for each enchantment in play it's gonna be two power but an even bigger effect comes from ancestral mask it's gonna give an chanted creature plus two plus two for each other enchantment on the battlefield so this also takes our opponents enchantments into account too each of these are fantastic ways though we're getting our commander's power up and usually we're gonna get it over 21 pretty easily but we've also got some ways that can essentially double our commander's power with battle mastery and duelist heritage battle mastery is an aura that gives two Vasa double strike and duelist heritage is an enchantment that says whenever one or more creatures attack you may have target attacking creature getting double strike until end of turn so this can help us out in a few ways and we attack with our commander we can give her a double strike to hit harder but we can also use this card politically too if one of our opponents attacks another we can actually skip one of their creatures double strike as well we can do this for favors or if it's just going to benefit us next up there's nightly as Colossus which says whenever it or another enchantment enters the battlefield under your control double target creatures power and toughness until end of turn while this isn't a permanent effect we can easily trigger this multiple times in a turn with this in play by just casting two in Shaymin so we can essentially quadruple two bosses power so if two vasa has evasion or just even trample this is an easy kill for us and then we're gonna be running finest hour which has exalted it says whenever a creature you control attacks alone if it's the first combat phase of the turn on tap a creature after this phase there's additional combat phase with the right set up in this in play we can easily kill two of our ponents in one turn and finally we're gonna be running sigil the MP throne which says whenever you cast an enchantment spell create a 4/4 white angel creature token with flying now while this card doesn't help us kill with two vasa it does help us in multiple ways with this in play we can easily create an army of angels they can be fantastic defenders for us or if we need a secondary wind condition we can just swing out with them but what if we do want to kill our opponents or that commander damage how do we get that damage in let's go through some ways to help us in tactic number 9 over the top first up this unflinching courage which is going to give an chanting creature plus two plus two trample and life link this is a fantastic way to punch some damage through and to gain us a ton of life and then we're gonna be running on Sarah's wings which says enchanted creature is legendary gets +1 +1 and has flying vigilance and lifelink this card pretty much does at all it gives our commander ovation helps protect us and gains us a ton of life next up there's aqueous form in ether tunnel both of which are gonna make our commander completely unblockable also aqueous form is gonna let us cry 1 whenever our commander attacks an ether tunnels going to give her plus 1 plus 0 finally we're gonna be running unquestioned Authority which is gonna draw Sicard when it comes into play and it gives enchanted creature protection from creatures these are all fantastic ways of helping us finish off our opponents but what happens when things don't go as splendid in our enchantments get destroyed let's go through some cards that can help us out with that in tactic number 10 never-ending first up this crystal chimes which we can pay three to tap and sacrifice it to return all enchantment cards from our graveyard to our hand and finally there's creeping Renaissance which says choose a permanent type return all cards of the chosen type from your grave route to your hand and it has flashback for five green green both of these are great ways to get our enchantments back to help us get our engine back up and running with this deck you can draw a ton of cards and deal a lot of damage at once but now that we've gone through the cards that help us win with this deck let's go through the cards that help make it happen it's time to go on to the mana base first up we're gonna be running evolving wilds and Terra Morphy expands both of which we can tap to sacrifice to search our library for basically any put the play tab we can pay to and tap and sacrifice warp landscape to do the same or we can tap it for a colorless next type of seaside citadel which enters the battlefield tapped in tabs for any of our colors and then we're gonna be running elfin Palace a tranquil expanse lesney gold gate gray Pelt refuge in blossoming sands each which enters the battlefield tapped and taps for either green or white mana on top of that gray Pelt refuge and blossoming stands each genus one life when they come into play next up this is or a scout Gate meandering river hijiri refuge and tranquil Cove each would enter the battlefield tap and temporary white or blue mana tsageri refuge and tranquil Cove will also gain a small knife when they come into play next up their Simic delegate woodland stream in Thornwood falls each of which enter the battlefield tapped and tapped for either green or blue mana on top of that thorn would false is going to gain us one life when it comes into play and then we're gonna be running rogues passage which can either tap for a color so we can pay for and tap and target creature can't be blocked this turn and finally we're gonna be running 19 basic lands nine of those are going to be a Plains eight will be a forest in two will be Islands and now that we've gone through every single card in this deck let's do a quick price check a quick reminder that our debt costs are using TCG player optimization optimizing with even heavily played and damaged cards because those cards need a home to the average Tsubasa the sunlit EDH rec deck is gonna set you back 315 dollars and 67 cents let's see what compared to that our deck is gonna be much more affordable coming in at $24.90 again commanders quarters decks are built to be tuned and focused within their budget but there are always ways that we can improve on them so let's go through some reasonable upgrades that you can add into the deck and what I would take out for those cards – just a quick disclaimer before we get into this these reasonable upgrades are going to be completely based off of my own perspective when you're making choices on how to adjust your deck you're taking your own playstyle and meta into account so make sure that you factor that in when it comes to making your own decisions on what to swap in and what to swap out now that we're on the same page let's go through how I personally would upgrade the deck first up let's upgrade this deck with ghostly prism which comes in at five dollars and five cents it's an enchantment that cost – and a white and it says creatures can attack you unless their controller pays – for each creature he or she controls that's attacking you to put ghostly prison in let's take out Sierra's blessing ghostly prison is a fantastic way to deter pones from attacking us it's essentially a smaller version of our golden pig that we can get down earlier cirrus blessing is definitely a good card in this deck but it's not gonna protect us as well as ghostly prison and then let's add in propaganda which comes in at eight dollars and ninety two cents it's an enchantment that cost two and a blue and it does the exact same thing as ghostly prison to put propaganda in we're gonna take out valve duty again the effect that ghostly prison and propaganda have can be very powerful in this deck preventing our opponents from attacking us allows us to freely swing in with our commander and valve duty is just not nearly as impactful as this next up let's upgrade this deck by adding an S Rhodes invocation which comes in at five dollars in 21 cents it's an enchantment I cost you in a blue and it has you may have s words invocation enter the battlefield is a copy of any entertainment you control except it has at the beginning of your upkeep you may exile this enchantment if you do return to the battlefield under its owner's control to put this in we're gonna take out Conclave tribunal asteroids invocation is a powerhouse and any enchantment deck it can become a copy of one of our best enchantments on the board even something like a Bolivian ring and if we want to during our upkeep we can essentially change what it's a copy of Conclave tribunal is a good card but we can't always take advantage of that can vote so sometimes it ends up being an over costed banishing light and then let's upgrade this deck by adding in dueling grounds which comes in at five dollars and 20 cents it's an enchantment that cost one green white and it says no more than one creature can attack each combat and no more than one creature can block each combat to put this in we're gonna be taking out seal away dueling bronze has an incredible effect for the stack we really only want to ever swing out with one creature anyway so it really doesn't affect us we're pretty much always gonna have the biggest creature on the board so we can just freely swing out with it and only worry about getting hit by one preacher from each opponent and on top of that if our commander has trample we can easily get some more damage through now seal away is a good card but it also depends on a creature being tamped and since we can't always depend on that this is a pretty easy swap next up let's add in privilege position which comes in at 9 dollars and 79 cents it's an enchantment at cost 2 in 3 Celestia and it says other permanent you control have hax per to put this in we're gonna be taking out a rest this is an incredible way to protect every single one of our other permanence so if we have something like indestructibility on our commander it makes it even harder to get rid of her the rest is a good card but there's no question that privilege position can have a much bigger impact finally let's add and open the vaults which comes in at 2 dollars and 79 cents it's a sorcery that costs for white white and it says return all artifact in enchantment cards from all graveyards to the battlefield under their owners control to put this in we're gonna be taking out crystal chimes if our opponents are able to destroy a good amount of our enchantments open the vaults gets us right back in the game and while I can provide our poems with some value it can provide us with much more crystal chimes is a decent card but it's also not an enchantment and unlike open the vaults it gets those enchantments back to our hand and not imply it and with that the show is coming to a close but I really just want to hear about what you guys think about this episode so why don't you let me know in the comments below when you're buying a deck or just individual cards make sure to use our link in the description not only will you be getting great prices on TCG player but you're also gonna be supporting this show because they sponsor us and make sure that you follow us on social media so you can get some early hints on who the next commander just might be links to our social media accounts can be found in the description also in the description below is a link to the commanders quarters patreon page and I just want to say a quick thank you to the patrons who subscribed so far there are many benefits to being a patron for the commander's quarters including being able to vote on future commanders for deck tax there's even a general level tier where you get your own personalized act act dedicated to you I truly couldn't do this without all of your support so from the bottom of my heart thank you if you haven't already make sure that you like and subscribe to the channel then check out some of our other episodes on budget deck tax break the mega episodes commander topics and creators quarters episodes and with that I'm out of here thanks again and have a good one