Magic The GatheringMTG DraftWilds of Eldraine

Drafter Autour d'Enchanting Tales : Pourquoi le Retrait d'Enchantements au Deck Principal Compte

Enchanting Tales gets discussed constantly as a collecting subject, but it also quietly reshaped how Wilds of Eldraine actually plays at the draft table.

Draft and Set Boosters both carry a dedicated slot that always contains an Enchanting Tales card, meaning nobody at the table is opting out of the bonus sheet.

That guarantee turns a set of collectible reprints into a real limited-format variable, since opponents are statistically likely to have a few of these enchantments in their deck.

This guide covers what that means for deckbuilding, and which specific commons and uncommons are worth drafting highly as answers.

Every Pack Guarantees an Enchanting Tales Card

Unlike a normal bonus sheet that shows up occasionally, Enchanting Tales has its own dedicated slot in both Draft Boosters and Set Boosters, so a full eight-person pod is opening dozens of these cards collectively.

That volume is exactly why the bonus sheet can't be treated as a rare surprise the way most set-specific bonus content is in other limited formats.

Why the Bonus Sheet Demands Enchantment Removal

With 63 reprinted enchantments spread across the sheet, a meaningful share of any given draft pod's decks are statistically likely to run one or more of them, from cheap value engines to genuine bombs.

The name Enchanting Tales itself is close to a built-in hint from the set's designers that enchantment answers deserve a maindeck slot rather than a sideboard afterthought.

Break the Spell, Bear Down, and Troublemaker Ouphe

These three commons and uncommons are commonly cited as the clean, maindeckable answers to worry-free enchantment removal, and all three are worth drafting a pick or two higher than they might otherwise look.

Having even one flexible answer in your 40-card deck meaningfully lowers the odds that an opposing Enchanting Tales bomb simply takes over a game uncontested.

Don't Lean on Your Own Bonus Sheet Enchantments as a Crutch

It's tempting to assume your own Enchanting Tales pulls give you an edge, but since every player at the table is opening the same slot, the format assumes rough parity rather than a one-sided advantage.

The safer plan is to treat any Enchanting Tales card you open as a bonus if it's good, while still drafting real answers for whatever your opponents open instead.

How This Differs From Chasing Enchanting Tales for Collection Value

A collector opening packs for pull value cares about mythic rarity and anime borderless treatments, while a drafter cares about whether a card is a maindeckable playable at common or uncommon rarity.

Those two goals can overlap on a card like a strong low-rarity enchantment, but they diverge sharply once you're talking about a $30 mythic that's a poor limited card, or vice versa.

Building a Draft Pool That Can Handle Both Sides of the Sheet

A well-drafted Wilds of Eldraine deck usually carries at least one or two enchantment answers alongside whatever Enchanting Tales value it picked up naturally along the way.

That balance is the real skill test the bonus sheet adds to the format: it's not just about opening good cards, it's about being ready for what everyone else opened too.

What to Do When You Open a Strong Enchanting Tales Bomb

If you do open a genuinely powerful Enchanting Tales card early, it's still worth building your deck's removal suite as though you hadn't, since a single strong pull doesn't guarantee the rest of your pod will be short on threats.

Treat a bomb pull as a bonus plan A rather than a reason to skip plan B, and your deck stays resilient even if the bomb gets answered or simply doesn't show up in a given game.

Sideboarding Between Games in a Draft Match

If your draft pool includes more than one enchantment answer, holding a card back for game two against an opponent you now know is running Enchanting Tales bombs is a reasonable, low-risk adjustment.

That flexibility is one more reason to draft at least two situational answers when they're available, rather than assuming a single copy is enough to cover an entire best-of-three match.

Once your draft pool is set, a 9-pocket flex binder keeps your playables sorted between events.

Common Mistakes to Avoid

  • Skipping maindeck enchantment removal because you didn't open a strong Enchanting Tales bomb yourself.
  • Assuming Enchanting Tales cards are rare pulls instead of a guaranteed slot in every pack.
  • Drafting for collection value (rarity, art treatment) instead of raw playability during an actual draft.
  • Sideboarding your only enchantment answer instead of running it maindeck from game one.

Frequently Asked Questions

Does every Wilds of Eldraine booster contain an Enchanting Tales card?

Yes, both Draft Boosters and Set Boosters have a dedicated slot reserved for one.

What are the best maindeckable enchantment answers in the set?

Break the Spell, Bear Down, and Troublemaker Ouphe are commonly cited as clean, flexible options.

Should I prioritize drafting Enchanting Tales cards for value or playability?

For draft purposes, prioritize playability first; value and rarity matter more for collecting after the event.

Is it safe to skip enchantment removal entirely in this format?

It's risky, since the guaranteed bonus sheet slot means most decks at the table will include at least one enchantment.

Pack Your Answers Before You Need Them

Enchanting Tales turns Wilds of Eldraine limited into a format where enchantment removal is a real draft priority, not an optional luxury pick.

Once the draft wraps, protect your pool of playables with matte card sleeves so your next deck stays in trade-ready condition.

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