I mean obvious that Journey is great for enchantress hopefuls, but a lot of those cards, particularly some of the constellation ones, are pure filler with unpleasantly low power level. We might get a couple more crossblock support cards over the next year, but this is probably it, so if we want this to work, power level fixing on some of the cards that were released weak for constructed or limited concerns might be necessary.
That said, working with just what we have as written, here are your basic lines of play:
White/Blue Replenish: Filter enchantments, cast Replenish, then win. Mystical Tutor or dupes replenish are probably key to making this work. None of the on-color constellation creatures help, but the enchantment "walls" are pretty good here.
Greem/White Replenish: Uses Survival, Fauna Shaman and whatever other dump-filters to do as above, but you can actually use the constellation cards.
Green/X Enchantress: The meat of it all, you play as many enchantments as possible and ride card advantage to victory. The key here is to have enchantment cards that serve different roles, but thats no longer a problem. We have enchantment blockers, enchantment removal (don't forget black!), even enchantment finishers. There are so many angles here, because the basic shell can fit a lot of different decks. Just not hard aggro (that's what the next category is for!). How deep to go on some of these is a different question. I'm not sure I want to run font of fertility over a mana-efficient ramp spell.
Aura/Heroic Aggro: You don't need creatures with the word heroic on them literally here either.
Crossover: Once you get past the archetype binders, all of these cards are playable in other decks. As long as you don't overplay the
sphere of safety type cards, you win. Notably, DEVOTION FUCKING LOVES IT.
I will be integrating this in about two weeks. I'm pretty sure 3-4 cards are going to receive custom text, but the general idea should be applicable to anyone who wants to try it.