Creature enchantments tend to be dull. Most of them are cheap ways to either improve your own creatures or cause problems for opposing creatures. Some of them have more impressive effects. One such enchantment is Mythic Proportions, which will turn even the puniest creature into an absolute powerhouse. A simple 1/1 with no abilities becomes a 9/9 trampler. It's actually a good deal by itself. Lots of green decks will be able to generate that much mana quickly and have a creature to enchant. Most similar creatures have some sort of drawback, like Force of Nature, which costs one mana less and has a demanding upkeep cost. Mythic Proportions also combos with cards that circumvent enchantment cost, like Academy Researchers, Iridescent Drake, and Replenish.#194: Equipoise
I wasn't sure where to rank this card, although I knew I wanted it on the list. It has interesting properties, but it's difficult to use and not particularly better than other cards. Equipoise is kind of a control-hoser. Decks that don't care about what you do during your turn won't be affected by it. But in order to get Equipoise to work for you at all, you need to have fewer permanents of at least one type than your opponents. So it's not like you can phase out all of your opponent's blockers and attack. Since you get to choose, there are things you can do, like phase out the best blockers and leave only a weak creature or utility creature to block your powerhouse. There's also a cool combo with Sands of Time or anything else that causes players to skip their untap steps (stuff won't phase back in).#193: Propaganda
What can I say about Propaganda? It has a simple, yet infamous effect. The reason it doesn't rank highly on the list is that, strictly speaking, it's a hoser. It keeps opposing creature hoards at bay. If your opponent is playing a creatureless deck or attacking with one huge creature, Propaganda won't do much for you. But multiplayer is where Propaganda shines. In multiplayer, someone is going to be playing lots of creatures. And the players that do so will be less inclined to stage an offensive against you when it's so expensive. This just might be one of the best defensive multiplayer cards ever printed. Combine it with something that punishes players for tapping lands, and you'll dominate the field. Do try to maintain some blockers, though. Propaganda can't do everything.
What can I say about Propaganda? It has a simple, yet infamous effect. The reason it doesn't rank highly on the list is that, strictly speaking, it's a hoser. It keeps opposing creature hoards at bay. If your opponent is playing a creatureless deck or attacking with one huge creature, Propaganda won't do much for you. But multiplayer is where Propaganda shines. In multiplayer, someone is going to be playing lots of creatures. And the players that do so will be less inclined to stage an offensive against you when it's so expensive. This just might be one of the best defensive multiplayer cards ever printed. Combine it with something that punishes players for tapping lands, and you'll dominate the field. Do try to maintain some blockers, though. Propaganda can't do everything.
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