
Earth-based Enchantress is underrated. The main reason to play earth in Enchantress is to combat the BIG M site layout that can be annoying to deal with without Wildfire, Blaze of Glory, and Shatter Strike. Earth has Sow the Earth which can just be dropped right into the void next to the opponent's avatar, and Rift Valley which can similarly push a front row site into the back row. But you get a lot of other excellent options:
Entangle Terrain is extremely hard to block, and you get 4 of them. Buff the hell out of them with Trinkets and Gift of the Wolf. Use Entangle Terrain and Quagmire to keep their guys from moving. Apply the beatdown with various 3-4 cost earth value minions. Use Grapple Shot and Whirling Blades for removal and/or big damage with most anything in your deck. Skeleton Mage gets back excellent Ordinary cantrip Magics from your deck but also utility from you Collection after using it with Toolbox, and even your opponent's cemetery if they are in earth or air. Root Spider helps against aggro but actually is in the deck more as a way to kill other Root Spiders that isn't totally useless otherwise, which'll have to do until we get something better. Lady Iseult combos nicely with self-expiring Auras, since they will then go to hand instead of dying.
I am using the Courts here, and the fact that they exist sucks, but they enable decks like this to just steal games. Turns 1-3 Court of Equity slows down a lot of decks, Mock Court is just in the deck to lean into it but could probably be trimmed, although it can be great against some matchups. If the opponent is locked out of tokens or has a hand full of Uniques, they absolutely cannot deal with your damage output and you are much more likely to win.
There is a tension in the deck between Whirling Blades and Immobile minions (Pudge, animated Entangle Terrain) but WB is so powerful it barely matters, just use Grapple Shot or Blink for those cards and save WB for Unicorns or better yet, Rest in Peace. Speaking of RIP and tension, while the deck is somewhat built around RIP, you can still totally screw yourself by playing it on top of Stygian Archers or Daperylls, even casting your Skeleton Mage in it's zone is pretty bad! I think you still get to cast the spell but I could be wrong.
For some reason people don't see Falling Star as an incredible card for Enchantress... Even in a very minion-light deck, it's easy to cast (1 air pip), hits for 4, and has the potential to drop a Pudge or Michael onto their face. And people also see red when you drop it for some reason and feel like they have to stop it at all costs... which is actually great for you! You can basically just bluff that you have a guy to drop and they'll go nuts trying to remove the Star.