Impulse draws and other cast-from-exile strategies gain support each set, so this looks like a potent stax piece that shuts down entire decks
Theres something magnificent about the sets where Wizards of the Coast goes really hard on incorporating a new bunch of our own myths into its fantasy multiverse
Otherwise, you can enjoy the scry 2, as above
Unless your team is hyper-aggressive, that extra card from being draw is a huge late-game advantage
UN-FAIREST OF THEM ALL Since non-green builds of Enchantress lose access to its defining draw engines and mana ramp, chain-casting cheap enchantments is not going to be as efficient
Combined with Scute Swarm or Scapeshift, you can quickly get a major board advantage in terms of both creatures and mana, which makes you nearly unstoppable if you can add card draw