Sythis, Harvest’s Hand might not look intimidating at first glance, but she is the epitome of value and efficiency in these themes. Costing only {G}{W}, Sythis is a legendary enchantment creature — Nymph with a modest 1/2 body. But her real power lies in her deceptively simple triggered ability: “Whenever you cast an enchantment spell, you gain 1 life and draw a card.”

That ability turns Sythis into a card-draw engine, lifegain stabilizer, and tempo anchor all at once—on turn two! She’s not just your commander, she’s your early-game insurance policy and late-game value machine. Because she’s an enchantment herself, she benefits from the very synergies she enables: constellation triggers, cost reducers, and enchantress-based draw.
Once she’s on the battlefield, every enchantment you cast begins fueling your engine: replacing itself with a new card, padding your life total against aggression, and often triggering multiple other effects. She doesn’t demand mana to activate or specific board states to succeed—she just does her job passively and perfectly.
You get to play an EDH game where you’re constantly digging deeper into your deck, amassing resources while opponents try to keep up. Sythis is what happens when efficiency meets synergy—and the results speak for themselves.
Notable Cards for Sythis, Harvest’s Hand
Sanctum Weaver

If there’s a single nonland permanent that ramps harder than anything else in enchantress decks, it’s Sanctum Weaver. Costing just {1}{G}, this enchantment creature may look unassuming, but it quickly becomes one of the most dangerous mana engines in your entire deck. Its ability reads: “Tap: Add X mana of any one color, where X is the number of enchantments you control.”
In a deck led by Sythis, it’s not unusual to have five or more enchantments by turn five. That means Sanctum Weaver regularly produces 5–10 mana, all in one color, letting you deploy multiple spells per turn, power out finishers like Sigil of the Empty Throne, or even cast X-spells like Heliod’s Intervention for crushing advantage. And because Weaver is both an enchantment and a creature, it benefits from constellation triggers, protection effects like Sterling Grove, and can be buffed or tutored via enchantment synergy.
What makes it especially explosive is how well it scales. With cards like Anointed Procession doubling your token-based enchantments or Copy Enchantment creating multiple auras, Sanctum Weaver just keeps growing. Pair it with untap effects (like Seedborn Muse or Clever Concealment) and you have a combo engine with almost unlimited potential.
It’s not flashy—but it’s foundational. Sanctum Weaver doesn’t just accelerate your game plan—it supercharges it, making your deck feel like it’s playing two turns ahead of everyone else.
Sterling Grove

Every great strategy needs protection and consistency. That’s exactly why Sterling Grove shines so brightly in Sythis decks. Costing {G}{W}, this classic enchantment provides two immensely valuable abilities: (1) “Other enchantments you control have shroud”, and (2) “{1}, Sacrifice Sterling Grove: Search your library for an enchantment card and put it on top.”
Let’s talk protection first. When you’ve got key pieces like Sythis, Sigil of the Empty Throne, or Smothering Tithe on board, keeping them safe is critical. Sterling Grove does that passively, denying targeted removal from affecting any of your enchantments. Board wipes still pose a threat, but Grove makes pinpoint removal nearly useless—forcing opponents to deal with your board the hard way.
Now for the real spice: the tutor ability. The fact that Sterling Grove can convert into any enchantment you want for a single mana means it’s incredibly versatile. Whether you’re digging for a finisher like Hallowed Haunting, a prison piece like Ghostly Prison, or a lock like Solemnity, Grove gives you access to your deck’s most vital tools.
Better yet, because it’s an enchantment itself, it also triggers Sythis and other constellation-style effects when cast. It’s a synergy piece, protection tool, and deck sculptor all in one neat package. In many games, Grove is quietly the most important card on your board, enabling you to stay safe while setting up the exact card you need for the next turn.
Destiny Spinner

Destiny Spinner may only cost {1}{G}, but the value it provides in a Sythis deck is immeasurable. With a body of 2/3 and an enchantment creature type, it fits naturally into the strategy—but its two abilities make it an anti-control powerhouse and unexpected finisher rolled into one.
First, the static ability: “Creature and enchantment spells you control can’t be countered.” This line alone earns Spinner a permanent spot in the deck. Counterspells are one of the few effective ways to slow down Sythis strategies, especially when you’re going off with multiple cheap enchantments in one turn. Destiny Spinner shuts that entire interaction down, giving your spells unshakable inevitability.
But it doesn’t stop there. Spinner’s activated ability—”{3}{G}: Target land you control becomes an X/X Elemental with trample, where X is the number of enchantments you control”—can turn your passive board state into an offensive one. In enchantress decks that often produce dozens of enchantments, this ability creates massive trampling threats, sidestepping board wipes and striking from nowhere.
This dual-purpose card is a perfect example of utility and synergy. It enables you to play fearlessly into open mana, push through stalled boards, and even finish the game outright when the stars align. As a cheap enchantment creature, it draws you a card, gains life, and interacts favorably with everything your deck wants to do.
Jukai Naturalist

At a glance, Jukai Naturalist seems like just another cost reducer—but in the context of Sythis, it becomes a hyper-efficient enabler that turbocharges your engine. Costing {G}{W}, it’s an enchantment creature with lifelink and a critical line of text: “Enchantment spells you cast cost {1} less to cast.”
The synergy here is explosive. Your deck is packed with low-cost enchantments like Utopia Sprawl, Abundant Growth, and Kenrith’s Transformation, so even shaving off a single mana per cast adds up fast. In fact, with Jukai Naturalist on the battlefield, you can often cast three or more enchantments in a turn, especially when drawing off each one with Sythis.
Even more broken? You can chain spells indefinitely with the right setup. For example, with Jukai Naturalist, Sanctum Weaver, and Sythis all in play, you’re generating huge amounts of mana, gaining life, drawing cards, and deploying threats all in the same turn. Every new enchantment not only becomes cheaper but triggers a cascading value train.
The lifelink is a nice bonus. Sythis decks can get targeted early for drawing so many cards; having extra incidental lifegain helps keep your life total stable, especially against go-wide or burn strategies.
And don’t forget—it’s an enchantment creature, so it counts toward your enchantment total for cards like Destiny Spinner or Sanctum Weaver, and can be fetched with enchantment-specific tutors like Idyllic Tutor.
Sigil of the Empty Throne

Sigil of the Empty Throne is the quintessential finisher for enchantress decks—especially those run by Sythis. For {3}{W}{W}, you get an enchantment with one game-ending line of text: “Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.”
Sythis draws you cards and gains life, but she doesn’t kill your opponents. Sigil is how you close the deal. With Sythis already encouraging rapid-fire enchantment casting, Sigil turns every cheap aura, ramp piece, or removal spell into an army of airborne threats. Cast Fertile Ground? Get a card, 1 life, and a 4/4 flyer. Drop Ghostly Prison? Same deal.
In a typical mid-game scenario, you’ll cast three or more enchantments in a single turn, flooding the skies with angels. This is especially devastating against decks without flyers or sweepers. It doesn’t take long before you’re swinging with 20+ flying power—ending games in just a couple of turns.
What makes Sigil especially powerful is that it doesn’t rely on a single big spell. Instead, it leverages the volume of enchantments, which Sythis is already enabling. In grindy matchups, it becomes a source of continuous threat generation. In explosive matchups, it’s a combo-adjacent kill condition.
It’s also enchantment-based, which means it benefits from protection, tutoring, and recursion tools already in your deck. Cards like Replenish, Open the Vaults, or Hall of Heliod’s Generosity can bring it back again and again.
Win Conditions in Sythis Decks
While Sythis excels at keeping your hand full and your life total high, the deck still needs ways to close out the game. Fortunately, her enchantment-focused design makes several win conditions not only viable but synergistic.
Token-Based Finishers
- Sigil of the Empty Throne: Turns every enchantment into a 4/4 angel.
- Hallowed Haunting: Creates flying spirit tokens and buffs enchantment creatures.
- Archon of Sun’s Grace: Produces lifelinking pegasi.
Combat Enablers
- Destiny Spinner: Makes lands into giant trampling creatures.
- Heliod, God of the Sun: With token doublers, becomes a swarm engine.
Value-Based Wins
- Test of Endurance / Felidar Sovereign: Win at upkeep if life total is high.
- Repeated card advantage + token production = overwhelming board presence.
Lock Combos
- Solemnity + Nine Lives: Prevents all damage.
- Rest in Peace + Helm of Obedience: Infinite mill.
Even when you don’t “combo off,” the sheer advantage engine Sythis creates often leads to scoops. With these win cons, you can close the loop on your enchantress domination.
Why Sythis Dominates the Enchantress Archetype
There are a lot of great enchantress commanders in Commander history—Tuvasa the Sunlit, Estrid the Masked, and Daxos the Returned, just to name a few—but none have achieved the perfect blend of low-cost efficiency, raw card advantage, and synergistic identity the way Sythis has.
She doesn’t just lead enchantment decks—she defines them.
At only two mana, she’s playable on turn two in almost every game. She requires no setup—her ability triggers immediately when you cast enchantments. She also doesn’t need to tap or attack, making her low-risk and high-reward. Most importantly, she rewards you for playing the game your deck was already built to play: casting enchantments.
What truly sets Sythis apart is how scalable her deck becomes. In the early game, she keeps your hand healthy and protects your life total. In the mid-game, she fuels mana generation with cards like Sanctum Weaver and Jukai Naturalist. And in the late game, she becomes a value engine for massive blowouts with finishers like Sigil of the Empty Throne or Destiny Spinner.
Add in a layer of protection with Sterling Grove, consistency from enchantress-style draw engines, and utility from cards like Aura Shards, and you have a deck that’s hard to stop once it gets rolling.
For players who love consistency, synergistic gameplay, and out-valuing opponents without turning to infinite combos, Sythis is a dream commander. She’s not just strong—she’s elegant in her execution.