
#84: Bridge from Below

#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.

#82: Dovescape

#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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