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The enhanced version of "Enchanter" gains extra counterspells to deal with the variety of combination decks in today's constructed environment. The deck's creatures are a lot more defensive—particularly Tradewind Rider with its high toughness, so important to midgame control and defense.
The enhanced deck adds ways to gain midgame card advantage, such as Whispers of the Muse and Thieving Magpie. "Reset" cards (Wrath of God and Time Spiral) can get you back on track if things start to get of hand in the later game. The early game doesn't usually pose a problem, although you could have trouble against very fast white weenie or red burn decks.If you can set up a moderate early defense with Mother of Runes, you don't need to hold out too long before you can take control.
One of the most important combos in the basic deck is Metathran Elite and Zephid's Embrace, and it's no less effective in the enhanced version—most of the time you'll win with it. A few turns of beatdown with a 4/5 unblockable flier protected by counterspells will send most opponents packing.
As always, play patiently and carefully. Proper preparation will ensure that "Enchanter" stays in control.
The sideboard includes the standard color hosers that you'd expect in a blue white control deck, such as Chill and Light of Day. Disenchant and Clear provide additional enchantment destruction to supplement your counterspells, which are necessary precautions in the enchantment-heavy environment that has developed around the Urza cycle. Since "Enchanter" is slightly vulnerable to land destruction, Oath of Lieges and Sacred Ground are available to defend against those deck types.
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