
#24: Pandemonium

#23: Attunement
The odd enchantment that behaves like a sorcery. Being an enchantment gives Attunement two considerable benefits: the effect can be stored for later, and it can be used repeatedly. Although it's actually a pretty good card, Attunement is mostly ignored by casual and tournament players alike because there are so many other options out there when it comes to digging for cards. Rarely will Attunement be what fits your deck moreso than any other such card. But Attunement is worth looking into precisely because it's an unusual take on a common effect. Maybe it is what you're looking for. I see it working well in aggressive decks that play bombs with little regard for card advantage, as well as decks that play stuff from the graveyard and don't care about discarding. Attunement is perhaps most impressive when combined with Replenish, as the synergies there produce an enchantment generating engine that wins for sure once it goes off.
#22: Enchantress's Presence
With how many enchantments on this list have I found myself noting that they can be used in Enchantress decks? Enchantress decks use more enchantments than other decks do. And this is a list about enchantments. It's to be expected. A lot of cheap enchantments work really well in Enchantress decks. Al0ysiusHWWW covered this to some extent when he wrote about the Enchantress Bloom combo deck. Enchantress decks are powerful, diverse, and use lots of enchantments. Perhaps best of all, they go crazy, using enchantments that accelerate mana production to make lots of mana, to play enchantments, to draw cards, and repeat the cycle until they're ready to kill. It's great. And it's the "draw cards" component that makes all this possible. Argothian Enchantress does this well, but the best card in this category and one of the best card-drawers ever is Enchantress's Presence.

#22: Enchantress's Presence

#21: Counterbalance
With our change in focus to Legacy tournament play, perhaps I should note how good this thing is there. Not that it's bad elsewhere. Counterbalance is a powerful card, giving you some chance to just counter spells out of nowhere, at virtually no cost. Manipulating the top of your library completely changes things and actually makes Counterbalance scary. Sensei's Divining Top is the ultimate in this area. In fact, the combination of Counterbalance and Sensei's Divining Top is so prevalent in Legacy that it's practically a defining feature of the format. I must pay Counterbalance the respect it is due. There aren't many stronger enchantments in Legacy. Also, it's blue. And yes, I'm going to continue to point out the colors of cards even when an image of the card is right next to my text. Anyway, Counterbalance is scary.

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