Tuesday, March 10, 2009

Type Fun's Top 200 Enchantments: Part XXIV

#124: Unnatural Selection
In Magic Online, there's a format called Tribal Wars Classic. Unnatural Selection is banned there, and with good reason. But even outside tribal formats, Unnatural Selection can be powerful. It needs something else to combo with, but it there are quite a lot of combos to choose from. I already brought up the interaction with Pure Reflection. It also forms an easy infinite combo with Griffin Canyon and any card that can turn a land into a creature. There are other infinite combos, like with Wirewood Symbiote and Priest of Titania. With Crystalline Sliver, you can stop any spell your opponent might use to target any of your creatures by turning the targeted creature into a sliver. Unnatural Selection is full of surprises and has synergy with almost any card that specifies a creature type.

#123: Nature's Revolt
Living Lands is alright, but Nature's Revolt is so much more powerful. Instead of just forests, now every land can be a creature. One obvious temptation is to use it as an easy way to kill lands, since they can now take damage. However, there's another enchantment (Living Plane) that's strictly better for that purpose. Nature's Revolt still makes the list because it turns lands into 2/2 creatures, which are better for attacking and blocking than than 1/1's. It's an important difference, and I decided that it meant both cards should be on the list. Nature's Revolt works remarkably well if you can neutralize your opponent's lands. That way, you'll be free to swing for the kill using your own lands. Killing opponents with lands is fun. And they make effective blockers too, although if you're not careful with that, you'll lose your mana supply.

#122: Celestial Convergence
I've only ever seen one person make Celestial Convergence really work, and that was Al0ysiusHWWW. And sometimes it seems like he can break any card, so that doesn't say much about this enchantment, which in most cases is impractical. Play it when you have the game locked down and let it win the game for you. That's about all there is to be said. It's not the best, but it works. The reason Celestial Convergence ranks where it does is the fun factor. Firstly, it was the very first alternate win condition card. Secondly, it does something other alternate win conditions don't do, which is turn the game into a race. In most cases, you just win when some condition is met. With Celestial Convergence, it could be your opponent that wins if he can bring down your life total or increase his own. Unless he can kill you or get rid of Celestial Convergence, the game is fundamentally changed from Magic: the Gathering into "Who will have the highest life total when the omen counters run out?"

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