
#49: Awakening

#48: Squirrel Nest
Probably the best land enchantment there is. I want to emphasize that, by itself, even without any cards that have synergy with its effect, Squirrel Nest is pretty good. It's like Breeding Pit, but it costs one mana less, makes 1/1's instead of 0/1's, takes one mana per turn (the mana that could be generated by the land you're tapping) instead of two, and leaves the option on any given turn of forgoing the token and keeping your mana available instead without the enchantment dying. Not bad at all. So we have a card that's already very good by itself and combining it with anything that can untap lands leads to insane token generation and even infinite token generation. The easiest infinite combo is, of course, with Earthcraft (coming soon to a list near you) and that's a two-card infinite creatures combo. And that's why I don't hesitate to call Squirrel Nest the best land enchantment in the game and generally one of the best auras ever.
#47: Aggravated Assault
Long ago, for some reason that now escapes me, I used to try to use Relentless Assault far too much. I guess I really liked the idea of having an extra combat phase. I even dedicated half of the name of my infamous Relentless Pony deck to the card. So I was glad to see an actually good version of it made. Or I should have been. I forget what I thought about this enchantment when I first saw it. I probably thought the activation cost was too high, which is stupid. This is a fine enchantment. Although using it like a reuseable Relentless Assault would work, Aggravated Assault is even better as an infinite combo engine. And if you haven't noticed by now, that counts for something on this list. Probably the most straightforward one is to use Skyshroud Elf and other elves that tap for mana, making sure that your elves can tap for a total of five or more mana, then repeatedly use that mana to activate Aggravated Assault and attack with something or whatever.

#47: Aggravated Assault

#46: Greater Good
Here's one of the most explosive enchantments on the list. You need high-powered creatures to make it work, but Greater Good has awesome potential. I see that it's been reprinted in 9th edition and used in Standard tournament decks, but all I remember about it is how powerful it was back in the late 1990's/early 2000's and how some players would swear by it. We were using other cards at that time and weren't really gripped by Greater Good mania, so I've no doubt that some others would rank this one a lot higher. On the other hand, there are more effective green enchantments to use and when you have a really big creature, you usually want to kill someone with it, not sacrifice it to an enchantment. The only way to use it with small creatures is to want cards to go into your graveyard, which admittedly works (like with Bridge from Below). Still, drawing lots of cards is always good and Greater Good can let you do it. This is a fine enchantment to base a deck around.

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