Daxos the Returned

commander · Daxos the Returned

SetCommander 2015 decks (2015): (C15)
Released2015
Cards100
Sheets12 (9 / sheet)
C15· 2015

Call the Spirits (C15).

An Orzhov enchantment deck from Commander 2015, led by Daxos the Returned — cast enchantments to generate experience counters and spirit token creatures, then weaponize the enchantment count with Sphere of Safety and Sigil of the Empty Throne.

100
cards
3.7
avg cmc
26
creatures
39
lands
35
spells
12
sheets
WB
color identity
Creatures26
Sorceries7
Artifacts7
Enchantments21
Lands39
0
1
2
3
4
5
6+
full print options →

The Commander

Daxos the Returned
Daxos the Returned · Art by Tyler Jacobson

Call the Spirits is Commander 2015's enchantment deck and Daxos introduces the experience counter mechanic. Whenever you cast an enchantment spell, you get an experience counter. Pay two mana and tap Daxos to create a spirit token creature with power and toughness each equal to the number of experience counters you have. Cast ten enchantments and Daxos produces 10/10 tokens on demand. The deck is built entirely around the enchantment theme — every spell advances the counter track and makes Daxos's tokens more lethal.

Daxos the Returned rewards players who commit fully to the enchantment strategy. Each additional enchantment doesn't just provide its printed effect — it also increases the size of every future spirit Daxos produces. The deck runs Sphere of Safety for defense, Sigil of the Empty Throne for more token generation, and a package of enchantment recursion to maximize the experience counter count.

Key Cards

Sphere of Safety
Art by Seb McKinnon

Sphere of Safety

Creatures can't attack you unless their controller pays mana equal to the number of enchantments you control for each attacker. With ten enchantments in play, each attacker costs ten mana. Opponents must pay that for every creature they want to attack you with. In a deck that regularly runs twelve to fifteen enchantments, Sphere of Safety creates a pillow fort that effectively locks out combat. This is the deck's primary defensive engine and why enchantment count matters beyond Daxos's token size.

Sigil of the Empty Throne
Art by Chris Rahn

Sigil of the Empty Throne

Whenever you cast an enchantment spell, create a 4/4 white Angel token with flying. Every enchantment you cast generates a 4/4 flyer in addition to the experience counter for Daxos. In a deck casting five to eight enchantments a game, Sigil creates five to eight 4/4 Angels as a side effect. These Angels provide an aerial offense while Daxos's spirit tokens provide a ground threat. The two token-generation engines combine into a board that threatens from both directions.

Phyrexian Arena
Art by Pete Venters

Phyrexian Arena

At the beginning of your upkeep, you draw an additional card and lose one life. In a deck that wants to keep casting enchantments to accumulate experience counters, Arena provides the consistent card draw to maintain the enchantment chain. It also counts as an enchantment for Sphere of Safety's tax and Sigil of the Empty Throne's trigger. The one life cost per turn is negligible — the deck generates enough life gain through Orzhov synergies to absorb it without concern.

Silent Sentinel
Art by Ryan Pancoast

Silent Sentinel

Whenever Silent Sentinel attacks, you may return an enchantment card from your graveyard to the battlefield. In a deck that casts enchantments as its primary game action, Silent Sentinel converts the graveyard into a second hand of enchantments. Return a Sphere of Safety that was destroyed, recover a key aura, or recycle Phyrexian Arena for continuous card draw. Every attack retrieves an enchantment, which means attacking with Sentinel also advances Daxos's experience counter indirectly by adding to the enchantment count.

Grasp of Fate
Art by Mark Winters

Grasp of Fate

When Grasp of Fate enters, exile a nonland permanent from each opponent. Exile three threats simultaneously for three mana. It's the deck's premier removal enchantment — counts for Sphere of Safety's tax, provides an experience counter for Daxos, and handles three problem permanents at once. If Grasp of Fate leaves the battlefield, the exiled permanents return, but against decks without enchantment removal, those permanents stay gone for the entire game.

How to Play

Prioritize the low-cost enchantments in the first three turns to start building experience counters quickly. Sphere of Safety needs to come down while the enchantment count is still rising — once it's at four or five, combat becomes uncomfortable for opponents. Deploy Daxos on turn three and start producing spirits when you have five or more experience counters. Sigil of the Empty Throne alongside enchantment cantrips means you're generating 4/4 Angels as a side effect of building the experience counter track. Win through one of two paths: activate Daxos to produce 8/8 or larger spirits and attack, or let the Sigil Angels accumulate to lethal numbers while Sphere of Safety prevents any meaningful retaliation.

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