I don't know how many times I've seen players come up with big, impractical combos using this enchantment. On the other hand, I've hardly ever seen anyone actually use it. Like Shifting Sky, this card has some similarity to Painter's Servant, a much more powerful card. But Celestial Dawn is different. It can do what no other card can do. Celestial Dawn can completely do away with color requirements. And color requirements are a real burden. The problem with this is that if one built a deck to exploit Celestial Dawn in this way, the deck would run poorly before getting Celestial Dawn into play. Some other enchantments have similar issues. And sometimes there are ways of getting around them. I haven't seen it done convincingly with Celestial Dawn, but I do think that, in principle, it is possible. But simply for being a cheap, potentially powerful enchantment with a unique effect, Celestial Dawn deserves this ranking.#136: Control Magic
To any experienced Magic player, Control Magic needs no introduction. It is one of the most iconic enchantments in the history of the game and a favorite among casual and competitive players alike, having a flashy, imposing effect and also being cost-effective enough to be practical. The only reason Control Magic doesn't rank higher on the list is that it's a dead card against creatureless decks, which do exist and you'll probably run into one at some point. But against any deck with creatures, being able to steal one for four mana is insane. And figuring out which creature to steal is usually pretty easy too, assuming you have some experience with combat and can analyze threats accurately, which most players can do. This enchantment, probably more than anything else so far, is a must-have for any collection, especially if you enjoy playing blue. And who doesn't?#135: Kismet
White doesn't usually specialize in tempo advantage. But if you want to, Kismet is the card to use. Its role in Stasis decks and other such strategies has, at least in part, been taken over by artifacts. But Kismet only affects your opponents, which more than makes up for the higher mana cost, although requiring white mana might be what makes Orb of Dreams (or, in some cases, Static Orb or even Root Maze if one is playing green) preferred. But having no drawbacks makes Kismet easier to use. And it's certainly viable. Even if the rest of your deck doesn't really have synergy with it, Kismet gives you enough of an advantage to make it worthwhile. And when used in conjunction with Stasis or Black Vise (or both), it seals your opponent's fate.
White doesn't usually specialize in tempo advantage. But if you want to, Kismet is the card to use. Its role in Stasis decks and other such strategies has, at least in part, been taken over by artifacts. But Kismet only affects your opponents, which more than makes up for the higher mana cost, although requiring white mana might be what makes Orb of Dreams (or, in some cases, Static Orb or even Root Maze if one is playing green) preferred. But having no drawbacks makes Kismet easier to use. And it's certainly viable. Even if the rest of your deck doesn't really have synergy with it, Kismet gives you enough of an advantage to make it worthwhile. And when used in conjunction with Stasis or Black Vise (or both), it seals your opponent's fate.
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