Thursday, April 2, 2009

Type Fun's Top 200 Enchantments: Part XXXIII

#85: Sterling Grove
Two color requirements limits the deckbuilding potential an enchantment has, but Sterling Grove has two abilities and both of them are great. Giving your other enchantments shroud is almost good enough by itself to warrant using this (it's only two mana). Acting as a tutor for enchantments is even better. Sure, Enlightened Tutor is cheaper and can also find artifacts, but Sterling Grove stores the effect and doubles as a shield for your other enchantments until you do decide to use it to find something. This dual role eases deckbuilding as long as you're playing with the right colors. Since green is one of them and both abilities on this card help you with enchantments, it might seem obvious that Sterling Grove is a choice inclusion in Enchantress decks. I also used to play against it when it was being used as support for Mirari's Wake (coming soon to a list near you). Really, it's good in any enchantment-heavy deck that can use a white/green card.

#84: Bridge from Below
It's an enchantment that doesn't do anything! Well, it doesn't do anything while it's in play. The mana cost might as well be anything, because you don't want this in play. Instead, it works its magic from in your graveyard, which is both extremely cool and quite practical in a deck that's discarding cards anyway. Having multiples of this enchantment in your graveyard provides an amazing token-generation machine. It's certainly powerful, but then there's the drawback. An opponent's creature dying ruins all the fun. While there are several ways of getting around this, the best one has to be Leyline of the Void, which we recently featured on this list. When I've seen Bridge from Below in decks, they've been ones that used dredge creatures, dumping lots of cards into the graveyard and using recursion alongside Bridge from Below for massive attacking power. But I'm sure there are other possibilities for this unique enchantment.

#83: Call to the Grave
The Abyss is cool and all, but between targeting, not taking out artifact creatures, and costing like $50 or something, another option would be great. For players willing to use zombies, there is one. It dies if there are no creatures in play (like Drop of Honey) and it does cost five mana. But Call to the Grave is still incredible. Most opponents will be unprepared and as time goes on will get wrecked by it, losing all of their creatures. Meanwhile, your creatures, which are all zombies, are completely unaffected and ready to attack for the kill. It's only killing one creature per turn, so against large hoards you'll need some support. On the other hand, since you're likely playing with several creatures yourself, attacking your opponent puts him in a tough spot, as losing creatures in combat will tighten the inevitable stranglehold this enchantment has on him. It's no good if your opponent also happens to be playing zombies, though.

#82: Dovescape
As I've been doing these posts, I've noticed enchantments that didn't make it onto the list and definitely should have. I'll eventually do a post pointing some out. Dovescape wasn't on the list when we started, but I noticed that having Glorious Anthem, Divine Sacrament, and Crusade was a bit much, so out when Glorious Anthem and in went Dovescape. It's one of those enchantments that pretty much wins games because it has such a powerful effect (although like anything, you'll need some other conditions set up first). And at six mana, you'd hope it would be powerful. You could use Dovescape to make a bunch of flying tokens and kill. It's more practical to use it alongside something that makes the tokens irrelevant, protecting yourself forever from noncreature spells while using creatures with "comes into play" abilities to take the place of sorceries and such.

#81: Form of the Dragon
Seven mana. And it brings your life all the way down to 5 automatically. But, more than almost any other enchantment on this list, if the rest of your deck is built to accommodate it, Form of the Dragon will win the game for you. I guess you could cast it, if that's your thing. It's seven mana, but whatever. Having that much mana available also carries the bonus of letting you play Obliterate. Casting Obliterate with Form of the Dragon out almost guarantees that you win. You could also do the smart thing and bring it into play with Academy Rector. Using it in a Rector deck means you only need to run one copy and that when it's not the right card to play, you can grab a different enchantment instead. Oh, and there's Enduring Ideal, which can grab Dovescape (see above) to stop the opponent from doing anything while Form of the Dragon kills.

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