There are lots of enchantments for making a creature stronger. Rancor is simply the best. Enchantments of this type have a card disadvantage problem: if the creature is destroyed, you lost a creature and the investment you put into it with your enchantment. Rancor gets around this. It also gives a considerable power boost to the creature and adds on trample for even more of a threat. Finally, for the icing on the broken cake, it costs only a single green mana. Local enchantment's don't have much presence on this list. The ones that are in this top 200 tend to do amazing things like pump out tokens as Squirrel Nest does or bring stuff back from the graveyard as Animate Dead does. Rancor is the exception. It does normal things, but it's so good and so cheap, that it's truly one of the best enchantments there is. Mix with Auratog for added hilarity. Endless Wurm isn't bad either. I've also had fun using it with Smokestack. The point is, it's really good.#14: Earthcraft
There's no clear line on this list from which we leave behind the merely great cards and move into the true heavy hitters. But if we made a list that only included the scariest, most broken enchantments in the game, Earthcraft would certainly be on it. The only bit of sanity to be found here is in the phrase "basic land." It's nice that your opponent can't use this monstrosity to repeatedly untap his Gaea's Cradle or whatever, but this does little to balance things. Lots of decks can make tapping creatures a negligible cost. And even basic lands give you mana, which is good. By itself, Earthcraft is two mana for massive acceleration, turning every creature you play into a virtual land. Throw in something that has synergy with it, and infinite loops are laughably easy. Squirrel Nest is the most compact. But three-card infinite combos with Earthcraft are easy too. Earthcraft is even banned in Legacy because of its capacity for infinite combos.#13: Dream Halls
The last blue card on the list, I'm sorry to say. But at least blue goes out with a bang. Dream Halls is banned in Legacy and was, for a long time, restricted in Vintage, where it has since been unrestricted because there is more broken stuff there (Dream Halls decks have recently started showing up in Vintage tournaments and it's unclear how good they might be). It turns out that playing spells without having to pay mana for them is broken. Who'd have thought? Your opponent can do the same, but as anyone who's been on the receiving end of a Dream Halls combo deck can tell you, that's often no consolation. Anyway, I wrote a post about Dream Halls in the early days of this blog, which I'll link to when it becomes archived at the Casual Players Alliance, rather than go on and on about the card here.
The last blue card on the list, I'm sorry to say. But at least blue goes out with a bang. Dream Halls is banned in Legacy and was, for a long time, restricted in Vintage, where it has since been unrestricted because there is more broken stuff there (Dream Halls decks have recently started showing up in Vintage tournaments and it's unclear how good they might be). It turns out that playing spells without having to pay mana for them is broken. Who'd have thought? Your opponent can do the same, but as anyone who's been on the receiving end of a Dream Halls combo deck can tell you, that's often no consolation. Anyway, I wrote a post about Dream Halls in the early days of this blog, which I'll link to when it becomes archived at the Casual Players Alliance, rather than go on and on about the card here.
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