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"Enchanter" is a lot more combination oriented than most control decks. Built around creatures that get more powerful when enchanted, the deck contains a high proportion of enchant creature spells.
A constructed deck doesn't usually depend on many enchant creature cards because they're so vulnerable: destroying the enchanted creature takes out the enchantment as well. To compensate, "Enchanter" relies on very cheap enchantments so you'll have the mana available to back them up with your limited counterspells. Several, such as Zephid's Embrace and Mask of Law and Grace, also defend the creature against targeted spells and abilities. In fact, Zephid's Embrace on Metathran Elite is one of the hardest situations for an opponent to deal with.
"Perpetual" enchantments like Brilliant Halo complement the deck as well – you can get the enchantment back if the creature is destroyed and play it on anothher one. Archery Training or Hermetic Study on creatures that can untap themselves, like Horseshoe Crab or Vigilant Drake, lets them be available for defense.
This deck does best if it gets some damage in early. If the game goes on long you'll have to rely on Confiscate or Opportunity for enough advantage to deliver the final blow. As with most control decks, though, the key to playing "Enchanter" is to be patient and save the counterspells for serious threats. A couple of early creatures you can live with, but a major threat card like Armageddon can ruin your whole day. Remember, good things come to those who wait.
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