Friday, February 27, 2009

Type Fun's Top 200 Enchantments: Part XVI

#158: Dark Suspicions
Back when Planeshift was still relatively new, this card was a major annoyance for me, with opponents playing it and emptying their hands while also using something to keep mine filled up. Dark Suspicions is like Black Vise, but nastier in its own way because if you keep your own hand empty, your opponents will be taking even more damage. The right kind of control decks can get a lot of mileage out of Dark Suspicions. The only drawback is that it's a bit overcosted at four mana, but maybe if it were cheaper it would be a little too good. As it is, Dark Suspicions is a very viable card that harshly punishes opponents for failing to keep their hands smaller than yours. In multiplayer, it will put a target on your head, but hurting all of your opponents should be worth the risk and if your support cards keep them restrained and you safe, Dark Suspicions will kill them outright.

#157: Concordant Crossroads
Very, very simple. Very, very cheap. That's Concordant Crossroads for you. The effect is easy to understand and appreciate. Fervor seems to be the more popular "give everything haste" enchantment, but Concordant Crossroads is a better card. It does affect your opponent's creatures, but in any deck that uses Concordant Crossroads, that drawback is hardly going to matter. It's green, which is good because green decks often play lots of creatures that are either attacking or using activated abilites. It's only one mana. One place Concordant Crossroads is used is in elf decks, where being able to tap your elves for mana or other effects right after you play them leads to you being able to power out more elves, which can also us their abilies. In other words, it's broken. If Concordant Crossroads had a broader scope and could do for other decks what it does for elf decks, it would rank even higher on this list. As it is, this is a solid and usually overlooked enchantment.

#156: Words of War
The "Words" cycle of enchantments is fun. They're all decent cards. Four of the five are on this list. From a purely tournament-based deckbuilding point of view, Words of War might be the best one. It's used in several decks, especially Enchantress decks, to provide a finishing blow if necessary. And Words of War is perfect for that. If your opponent is near death, you'd much rather deal damage to finish him off than draw cards. Words of War also has some minor utility use, but the cost of not drawing cards is a bit harsh and you'll only want to be using it in this way when you're desperate. I think the other Words cards are more fun, but this one does provide something they don't: a practical, straightforward way to kill your opponent as soon as possible with direct damage.

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