
#44: Runed Halo

#43: Mirari's Wake
There are two things keeping Mirari's Wake from being one of the scariest powerhouse enchantments ever. Firstly, it costs five mana. And secondly, it has a double-color requirement, which constrains deckbuilding. Despite these issues, Mirari's Wake can be scary. Like we already noted with Sterling Grove, it's good to have two separate abilities that are both good. Mirari's Wake pumps up your creatures and lets your lands produce an extra mana each. It's the second ability that's clearly more powerful, but having both is what makes this such a good card. You have an advantage in combat and an advantage in playing spells, which will, if you're not already too far behind, allow you to dominate. If nothing else, your big creatures will be easier to play and a little bit bigger all because of this enchantment. It's also good in multiples. The first one makes subsequent copies easier to cast and both abilities stack for larger creature boosting and larger mana production.
#42: Fecundity
Fecundity is another enchantment that probably deserves its own long article. There's a lot of variety in the decks that can use this effectively and I don't intend to cover them all. Primarily, Fecundity is a card-drawing engine. This might seem obvious, but one could use it for minor card-drawing here and there and that's not what I'm talking about because this card can easily be very explosive. Drawing cards lets you play more creatures, and those are used to fuel draws with Fecundity. In multiples, with token generation, or both, it's quite possible for a Fecundity deck to draw out its entire library. A broken way to do this is with goblins (Skirk Prospector lets you sacrifice your goblins for mana). But better known might be the combo with Ashnod's Altar. And like I said earlier, adding Saproling Cluster to the Fecundity/Altar engine provides an easy kill. Drawing cards is always good and Fecundity lets you do it with no drawbacks, so this is a great card for any player to build a deck around.

#42: Fecundity

#41: Stasis
Literally one of the oldest enchantments (along with about a dozen other enchantments that made this list and a bunch of other enchantments that are mostly pretty bad), Stasis has had plenty of time to become famous. Or infamous. And it seems that the latter is usually the case. People fear Stasis. They don't want to play against it because it means a slow, agonizing death. Well, for those of you who aren't crybabies, this is a good lockdown card. From Kismet to Root Maze to Howling Mine to Chronatog to Temporal Adept, there are lots and lots of ways to cripple your opponent through Stasis. Perhaps the best card to use with Stasis, and one that I think is overlooked, is Black Vise. By itself, it might not be much, but as long as the rest of your deck can keep Stasis active, Black Vise can easily kill your opponent by itself and it's a really good card anyway. If you do get the hard lock, you can always just deck your opponent, but Black Vise is faster and more reliable.

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