Argothian Enchantress and Enchantress's Presence draw a card per enchantment. Solitary Confinement makes you untouchable. Then assemble the win.
A green-white prison deck that turns every enchantment into a cantrip. Argothian Enchantress (shroud, draws a card when you cast an enchantment) and Enchantress’s Presence (the same, but not a creature) form the draw engine. Once both are in play, you cast enchantments, draw cards, cast more enchantments, and draw more cards.
Wild Growth and Exploration generate mana explosively. Serra’s Sanctum — the enchantment version of Gaea’s Cradle — taps for white mana equal to the number of enchantments you control. In the mid-game this can produce 8–12 white mana from a single land.
Sterling Grove is the glue: it tutors any enchantment for one mana and also gives all your enchantments shroud, making them nearly impossible to remove. Mirri’s Guile is a permanent Sylvan Library that lets you arrange your top three cards each upkeep.
Solitary Confinement is the lock piece: you skip your draw step and discard a card each upkeep, but you have shroud (nothing can target you) and prevent all combat damage to you. Since your engine draws many cards, you never run out of discard fodder — and with the Enchantress draws, you don’t miss your draw step.
The win conditions are Parallax Wave + Opalescence (wave exiles itself and all creatures, Opalescence makes enchantments into creatures, giving you an army) or simply running the opponent out of resources via Seal of Cleansing hate.
The deck’s weakness is early aggression before the engine is online, and graveyard hate doesn’t apply (no graveyard synergies). Sideboard Ivory Mask backs up Confinement against black decks.