
#133: Call of the Wild

#132: Aura of Silence
What list of the top enchantments could ever be complete without an anti-enchantment enchantment? Both white and blue have such cards. Aura Fracture was originally on this list but was cut. Aura of Silence is better. It's anti-artifact too. And it only affects your opponents. Most opponents want to play artifacts or enchantments of some sort. This slows them down. But it's better than that. At any time, you can sacrifice Aura of Silence for a Disenchant effect. So when your opponent overcomes the extra cost from Aura of Silence to play the card he needs to kill you, just sacrifice Aura of Silence and get rid of the thing. Nothing could be easier for you and more frustrating for your opponent at the same time. Things just haven't been the same since this type of effect went over to green.

#131: Words of Wind
I told you more Words enchantments were coming. I feel like I'm almost ranking them in reverse order of how good they are for tournament play, but that's not quite true. They're about equally balanced in Enchantress decks, which is where they're best used. But Words of Wind is more fun than Words of Worship or Words of War. If it only bounced opponents' cards it would be even better. As it is, the card is decent. Getting around having to bounce your own cards is as simple as having something really cheap. That, or you can use cards with comes into play abilities. Blue is the best color to be using when it comes to effects for drawing cards (and therefore fueling Words enchantments). But the most practical application is probably to bounce opponents' permanents until they're crippled, making for easy kills or at least giving you a tremendous advantage.

#130: Fertile Ground
Green has all the best color-fixers, including some very useful gems that produce mana of any color. Birds of Paradise is the most famous. But best known after that is Fertile Ground. While some enchantments on this list do lots of damage to opponents or completely change the game, Fertile Ground is just one of the little things that that can really help out. It's cheap. It gives you a tempo advantage (the equivalent of playing another land). But most importantly, it produces mana of any color. This sets it apart from Wild Growth and makes it well worth the additional mana. And land enchantments are not nearly as risky as creature enchantments, since land destruction is much less common, so your investment is likely to stick around. Fertile Ground is a staple for casual multicolored decks. So if you like multicolored decks, be sure to keep some of this card around.

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