Saturday, February 7, 2009

Type Fun's Top 200 Enchantments: Part I

Right now there are only two contributors to this blog and we both have a lot to do. So I've started a new series where we'll be counting down the top 200 enchantments. This will be easy for me since this sort of update won't take much time and it will be an opportunity to showcase some cool cards you might want to use. As with any list, there's some subjectivity, but here's the breakdown of how the cards will be ranked...

  • I made a cursory search of all the enchantments in the game. Cards that weren't yet in print or that I accidentally missed in my search won't be on the list.
  • Cards that duplicate the functions of other cards too closely won't be on the list. For example, Ghostly Prison is a good enchantment, but it's just a white reprint of Propaganda, so I didn't include it. On the other hand, Seismic Assault is nearly a reprint of Land's Edge, but because it's better than its predecessor, I opted to leave Land's Edge out.
  • Cards will be ranked by a "cool" factor moreso than by how powerful they actually are. Every card on the list can be used in some deck. Right now, I'm the only one determining what's "cool" but I hope to get Al0ysiusHWWW involved later, since the cards that will top the list aren't yet ranked.
  • Cards that are too specific about hosing a certain strategy will tend not to show up on this list or, if they do, not place very highly. For example, Gloom is great against monowhite decks, but not any good against anything else.
  • I don't have a set schedule for how long this series will be. My hope is to update with at least one enchantment every day until the list is finished.
That's all I can think of, so let's introduce the top 200 enchantments...

#200: Spellshock
Spellshock is a bit of a "hoser" card. Its primary use is as a weapon against opponents that play lots of spells quickly. I consider it to be mostly a sideboard card and the sort of thing that I might not include in a list like this. The reason that it makes the list while most other hoser cards don't is that it at least does something against any opponent, regardless of the opponent's strategy. It will either deter players from playing spells or punish them for doing so, and in the latter case, since you're obviously playing red, you can finish them off. I liken it to Ankh of Mishra, but Ankh is better than Spellshock because you can destroy lands after they've been played, creating a soft lock. Spellshock is only a small part of a damage-dealing arsenal, but it's a good one to have, especially when you already have permanents that put your opponent on a clock.

#199: Rhystic Deluge
Rhystic Deluge is really only good in combinations with other cards that have synergy with it. For example, your Royal Assassin can kill a creature that Deluge has tapped. Using that tactic can either cripple opposing creature armies or force opponents to keep mana open to block Deluge. It can also be used in decks where you're able to generate much more mana than your opponents. But the combo that got me to put Rhystic Deluge on the list is between it and Cowardice, another enchantment that will be appearing on the list later. Rhystic Deluge provides an easy, reuseable method of targeting creatures, which is just what Cowardice needs. This effectively gives you U: Return target creature to its owner's hand.

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