To me, enchantments are a very difficult card type in cube to handle. People usually don't put many of them into their cubes which requires enchantment removal to "do something else" or they're doomed to be dead cards in one match or another. That's the reason why people cut
Opposition and similarly strong enchantments from their cubes. Personally, I don't want to cut every good enchantment just because there aren't many ways to handle them. I want to increase the number of enchantments so enchantment removal
is playable in the main deck. Here we go.
Enchantments I run (29 in 360):
Maybes (6):
The spirit seems very interesting to me, especially after adding some more spirit-themed cards to the cube like
Rattlechains. The Ram might be too strong against aggro?
Retreat to C seems to be a weaker version of Monastery Siege, Ulvenwald Mysteries a weaker(?) version of Evolutionary Leap. Retreat to K seems to be generally weak, a lifegain of 3 for each land would seem to be a lot better. Ongoing Investigation is very interesting, thoughts on that?
Enchantment removal (10):
Not many, I know. Those are very flexible and properly costed imo. Faith's Fetters doesn't stop every enchantment, though.
Maybes (6):
The four mono-coloured ones only make sense when there's a high density of enchantments in the cube, while the multi-coloured ones are very flexible, but they can't be played in many decks, so I guess I won't add them.