Tuesday, April 7, 2009

Type Fun's Top 200 Enchantments: Part XXXV

#75: Doubling Season
When Ravnica came out, this enchantment lit up the discussion boards at the Casual Players Alliance. There was talk of using it alongside fading cards, spikes, Triskelion, Æther Vial, Necroplasm, Deranged Hermit, Siege-Gang Commander, Goblin Bomb, thallids, Darksteel Reactor, sunburst cards, and Phytohydra, as well as a bunch of other stuff. Basically, anything where you want more tokens or more counters. Doubling Season does it all. Let your imagination run wild with this one. Costing five mana and doing nothing by itself does put it somewhat on the impractical side, but it actually has been used in tournament decks using creatures that make tokens as part of control strategies, like Twilight Drover and Skeletal Vampire. So it's a relatively useful, although not all that impressive, competitive card and an extremely fun and versatile card for casual play.

#74: Day of the Dragons
We already featured the red seven-mana dragon enchantment from Scourge. Here's the blue seven-mana dragon enchantment from Scourge. I have nothing against this card, but I've never used it myself. I have, however, been on the receiving end of it. In case you didn't guess, I lost. After all, it is seven mana. Day of the Dragons is a sort of one-way inverted Humility. Instead of turning all creatures into nearly useless 1/1's, you turn only your own creaures into 5/5 flying dragons. And you'll use it when you have a lot of creatures anyway, so you can simply attack and kill your opponent. Being so expensive, you'll want to either cheat this one into play (Academy Rector) or have a deck with high mana production, although this is a strictly late-game enchantment anyway, so it might not matter). If you have the sort of deck that lets you kill your own cards for benefits, whenever you're ready, you can sacrifice all of your dragon tokens to something, get rid of Day of the Dragons, and have all your other creatures back again.

#73: Yawgmoth's Agenda
This is one that might not be on the list if I hadn't been one of the people building it. Yawgmoth's Agenda is a personal favorite of mine. I like being able to play spells from my graveyard and this is just one of the easiest ways to do it. Yawgmoth's Agenda isn't Yawgmoth's Will (although we might like it to be). Limiting it to one spell per turn prevents most brokenness. And it costs five mana. Don't underestimate it, though. Like Doubling Season, this is a useful, if mostly neglected in tournament play, enchantment. And like Day of the Dragons, it's a late-game spell. Let your graveyard pile up over time, using board-sweeping spells (I used to use Nevinyrral's Disk, but Armageddon might be better). When the time is right, drop Yawgmoth's Agenda and begin replaying everything. Cards your opponents worked hard to kill come back for more. There's also a cool combo with Energy Field that makes you invincible.

#72: Epic Struggle
It's been a while since we featured a literal "win the game" enchantment. Epic Struggle, in addition to being a fun one because it lets you play with lots of creatures, possibly generating tokens, is much better than previous examples in this category. Depending on the method used, getting twenty creatures into play is easy. You might think that if you have twenty creatures, you should win anyway, but that's not always the case. For example, it's easier to have a bunch of 1/1 tokens than it is to have twenty truly deadly attackers. Your opponent might have some form of defense you can't get past. Epic Struggle sidesteps all of that. Get twenty creatures however you'd like, wait a turn, then you win the game. It's also great for multiplayer, since killing multiple opponents with your massive army of creatures is a lot harder than killing just one.

#71: Sneak Attack
Sneak Attack could easily be the subject of multiple articles, since it's been used in so many different ways. One deck I was considering putting in the old decks series, but probably won't, is a deck I built to break Grozoth. Having four red mana (not that hard to do), lets you Sneak Attack in Grozoth and use Grozoth to find three copies of Colossus of Sardia, then Sneak Attack them all in and attack for 27 trampling damage. More commonly used with Sneak Attack are Weatherseed Treefolk and Shivan Phoenix, who can be used repeatedly (and are cheap enough to hardcast when you're ready). Sneak Attack is also great with "comes into play" abilities and Crater Hellion is another choice I've seen. Contrary to its name, Sneak Attack doesn't have to be used for attacking. Activated abilities work too. Palinchron and six lands (fewer if your lands produce more than one mana each) gives an infinite mana combo.

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