Subject: Re: Why creature enchantments don't suck Date: 20 Nov 1997 19:41:06 GMT From: "Hutton Family" Newsgroups: rec.games.trading-cards.magic.strategy The main problem that everyone first sees with enchant creatures is card disadvantage when your creature dies. What on-one seems to remember is that there are several cards which negate this and in fact stuff you full of cards. A deck like that shown below uses creature enchantments to get a HUGE card advantage. The other alternative is useing Blue/White and Rootwater Shaman/Unstable Mutation/Flickering Ward etc Verduran Enchantress 4 Femeref Enchantress 3 Fugitive Druid 3 Skyshroud Ranger 4 Freewind Falcon 2 Duskrider Falcon 2 Auratog 2 Emyprial Armor 4 Flickering Ward 2 Ward of Lights 2 Briar Shield 2 Frog Tongue 2 Aura of Silence 2 Pacifism 4 Winds of Rath 3 Wordly Tutor 2 Enlightened Tutor 2 A few cards need to be cut from this, but it can work really well. Things like Frog Tongue Really speed up the mix. I play Frog Tongue, drawing 1 card from itself, 1 card from Verduran, 1 card from Fugitive, I feed it to an Auratog, getting +2/+2, and draw a card from the Femeref. 1 Mana: Draw 4 cards and target creature gets +2/+2. Ouch. If this deck can avoid mass removal like Wrath of God then it can really screw your opponent over. Your creatures are simply too many and too big and too hard to kill. Once you get going you are almost unstopable. But against a permission deck with Propagand and 4 Wrath of Gods and Aura of Silence and Capsize, well ...... Try Blue/White Protection Creatures, Unstable Mutation, Empyrial Armor, Rootwater Shaman, Permission, White Removal, Whim of Volrath etc. This can also work quite well, but doesnt gain the card advantage. But the bottom line: Enchant Creature can be cool.