Monday, May 4, 2009

Type Fun's Top 200 Enchantments: Part XL

#50: Goblin Bombardment
Everyone likes Mogg Fanatic. Goblin Bombardment lets every creature act like Mogg Fanatic. This is a versatile enchantment that can give you an edge in combat, let you kill your opponent's utility creatures, give you a bit of extra damage when your creatures are about to die, deal the finishing blow to a weakened opponent, get rid of your unwanted creatures with the bonus of damaging stuff, or be used as part of a combo kill. It's good. It's really good. Goblin Bombardment is useful in a variety of decks and has such an affordable cost that color isn't much of an issue either. Realistically, most decks that would enjoy the damage boost are red-heavy anyway, but if you're using Academy Rector, you don't necessarily need to be using any other red cards or have even have red mana. While I wouldn't say that this is a staple enchantment or one that should be a consideration for any deck, it's great with token generation decks and creature hoards, although it's probably most fun when used with cheap recursion (like Enduring Renewal and Ornithopter).

#49: Awakening
Here's another enchantment that lives in the shadow of a creature equivalent. Seedborn Muse tends to be better than Awakening (although Awakening does have some advantages). But Awakening can still be plenty of fun. Typically you'll want to use it with creatures that have tap-activated abilities. And it makes them really good. One I remember using a lot was Tradewind Rider. Each copy of Tradewind Rider and each copy of Awakening allow for more activations and this combo can easily give you full control of the board. That's not the only one, though. Lots of other creatures work well too. You can even take advantage of Awakening untapping your lands to pay for mana-activated abilities. And Awakening is a cool card for messing with people in multiplayer games because everything untapping every turn complicates things and completely changes the way people have to approach combat.

#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.

#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.

No comments: