|Type(s)||Action - Attack - Duration|
Until your next turn, the first time each other player plays an Action card on their turn, they get +1 Card and +1 Action instead of following its instructions.|
At the start of your next turn,
Enchantress is an Action-Attack-Duration card from Empires. It is a turn-worsening attack that turns the first Action each other player plays on their turns into a simple cantrip, although it does not change effects below dividing lines. It is also provides a sort of non-terminal draw on your next turn. It is the first card to change effects on other players' cards.
 Official FAQ
- Players revealing a card like Moat when this is played have to do it right then, not later, even though the attack will not hurt them until their turn.
- The first Action each other player plays, just on their next turn, will give them +1 Card +1 Action instead of what it would have normally done.
- This does not affect abilities below a dividing line; they still function.
- For example a player playing Sacrifice would get +1 Card +1 Action and not do anything Sacrifice normally does; a player playing Groundskeeper would get +1 Card +1 Action and would still get for gaining Victory cards.
- It can be helpful to turn the affected card sideways, to remember that it did not do what it normally does.
- Enchantress does not affect card abilities from cards played on previous turns; for example if an opponent plays Enchantress and you have an Archive out from a previous turn, on your turn you will first get a card from your Archive as normal, and then the first Action card actually played on that turn will be affected by Enchantress.
- If Enchantress affects a Crown played in a Buy phase, its player gets +1 Card +1 Action, but has no way to use the +1 Action, since it is their Buy phase (but it might matter e.g. if the player buys Villa).
 Other Rules clarifications
- If a player under the effect of an Enchantress takes one or more extra turns, the first Action played on each of those turns is also turned into a cantrip.
- The Enchantress effect does not stack.
- Enchantress does not change anything about the card, just prevents on-play instructions on the card from being carried out properly. So cards that are Enchanted can still prompt Reactions, such as Moat, still carry out all Adventures tokens effects, such as from Training, and can be replayed by Royal Carriage to carry out their normal card text.
 Preview Analysis
Original article by Elestan
Enchantress is an Action-Attack-Duration card introduced in Empires, which pairs a unique attack effect with deferred non-terminal draw in the style of Haunted Woods. Channeling the legacy of the Odyssey's Circe, or Arthurian Niviane, the Enchantress negates each other player's first Action card each turn by reducing it to a simple cantrip. Fortunately, multiple Enchantress attacks do not stack. Duration cards subject to Enchantress' effect will be cleaned up at the end of the turn, as they have no pending effect to keep them in play. Token effects, while-in-play effects, on-buy, on-gain, and on-trash effects are all unaffected.
Enchantress' attack cuts deepest in the early game, when players often only have one Action card to play; countering that action can reduce early trashers such as Chapel or Steward. Princes and Summons are quite vulnerable to the Enchantress, since they will usually be your first action play, and Village-based engines have difficulty getting started under her influence.turns to or less, or block critical early plays of
As interesting as its attack may be, Enchantress' true power arguably rests in its deferred draw, which allows the player to spend an action on the current turn to start their next turn with extra cards, in a manner similar to Gear. As with other deferred draw cards, alternating plays of two Enchantresses allows a sustained handsize increase, and keeps the enchantment running continuously. The presence of discard attacks makes Enchantress particularly compelling, as such attacks both complement and are countered by her abilities.
Players who see their opponent open with Enchantress may want to plan their opening buys to ensure that they don't suffer an early setback. Silver, while a bit on the boring side, is immune to her charms. Alternatively, opening double-terminal (potentially double-Enchantress) becomes a bit less risky, since an Enchantress in play makes action collision desirable instead of dire. One of the best counters to Enchantress is to simply increase your deck's Action density with sacrificial low-cost Actions, if you have the buys to pick them up; Pawn or Pearl Diver aren't greatly diminished by the enchantment, and Great Hall counters it completely. If you have some deck manipulation available, tracking your opponents' Enchantresses so that you can avoid getting your best actions countered may be worth the effort. Later in the game, as action densities increase, the effectiveness of Enchantress' attack usually starts to wane, becoming more of an annoyance than a serious hindrance.
In summary, Enchantress is a potent card for its low price, working as an effective early-game delaying tactic, while simultaneously providing semi-nonterminal draw to boost your deck's economy and velocity.
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