
Starfield of Nyx – Origins
Date Reviewed: July 24, 2025
Ratings:
Constructed: 3.17
Casual: 4.67
Limited: 1.83
Multiplayer: 3.83
Commander [EDH]: 4.00
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Reviews Below:
Throughout Magic’s history, there have been a few decks that didn’t need anything to win other than enchantments. We haven’t seen so much of this in recent times, and they purposely avoided this for both of the Standard-legal visits to Theros, for a very particular reason. Since global enchantments often set rules for the game, those all-enchantment decks tend to be the strongest examples of prison decks, and that can sometimes make games fun for at most one of the participants (not to mention making match coverage even harder to watch than usual!). If you’re going to have a deck like that, you want something that pushes the match towards a conclusion other than one person conceding or falling asleep at the table, and Starfield of Nyx is very good at that. It also provides a deckbuilding puzzle: what enchantments do you need to be able to attack effectively when it’s out, and what effects do you have access to in enchantment form to keep the game under control and let them attack effectively as near-vanilla creatures?
It’s also a very evocative card, effectively portraying Theros’ cosmology in both art and function – it “wakes up” enchantments much like the gods, albeit without the devotion element. Keep in mind, you might not want to play this alongside the Theros gods, since it’ll make most of them weaker in combat than they would normally be.
Constructed: 3
Casual: 5
Limited: 1.5
Multiplayer: 4
Commander [EDH]: 4
One part Opalenscence and one part engine, Starfield of Nyx is one of those cards that should be a “kill on sight” sort of deal, because the longer it sits on the board, the worse things become. Being able to bring an enchantment back every turn for free is certainly fraught for opponents, but this also can double as a way to turn those into a win condition by just letting them turn sideways (while itself staying out of the fray). The recursion paired with the animation means it can be hard to get rid of something for good, and there are plenty of ways to abuse this to its fullest. Five mana is a lot, and it’s never quite found a home in deeper formats because of how much it takes to get it running, but there’s a reason this has long been a linchpin in enchantress decks in Commander and at casual tables.
Constructed: 3 (a step too slow for an archetype that needs to be low and to the ground to work well)
Casual: 5
Limited: 2 (it was not great in its sole Limited outing…but this is very much dependent on format, and a Theros set would really make this shine)
Multiplayer: 4
Commander [EDH]: 4.5

Thijs
For a short while, back in 2020, this card was run in Orzhov Doom in Pioneer. You play a whole bunch of enchantments, including Doom Foretold, and this gives a massive punch to the throat when it enters.
It’s a bit of an unusual card, quite unique in its kind, and it’s no wonder you would usually run only one.
It’s been reprinted once, in Commander Masters, which shows where the card truly shines. On a bit of a slower board, with multiple opponents, there is plenty of time to build up your base of enchantments. Plus, if you have the mana, having a Brilliant Restoration close by can be a powerful bonus, returning all enchantments to the battlefield for an all-out attack.
It’s too bad we don’t see cards like this more often, cards that ask for a lot of strategic thought to get them to work properly, but once they do, they can have devastating results.
Constructed: 3,5
Casual: 4
Limited: 2 (a bit too clunky and slow)
Multiplayer: 3,5
Commander [EDH]: 3,5
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