netn10 wrote: ↑1 year ago
Friends for Life 1WW
Enchantment - Aura (Mythic)
Enchant creature you control
You can't lose the game and your opponents can't win the game.
Whenever enchanted creature dies, you lose the game.
"A relationship between a planeswalker and us usually ends sooner than later. Why should beings so powerful care about us? So we try our best, and if we're lucky - everywhere they go, memories of us follows them. May the memories be happy."
- Diar, Kytheon's Student
This is a nice
Platinum Angel variant. It seems a little crazy with any difficult-to-kill creature (hexproof, or a high Ward cost). The lower CMC is a little off; there's no need to play this very early in the game; you really want to play "can't die" effects the turn before you would do so (just in the nick of time, in other words), especailly given that the Aura doesn't do anything on its own -- at least
Cloudsteel Kirin and company can attack.
I would probably push it a little further and make it "Whenever enchanted creature leaves the battlefield, you lose the game."
slimytrout wrote: ↑1 year ago
Curse of Lightning XUBR
Enchantment - Aura Curse (R)
Enchant player
When Curse of Lightning enters the battlefield, return target instant, sorcery, or Curse card with mana value X or less from your graveyard to your hand.
Whenever a player casts a spell targeting enchanted player, the player casting the spell may copy that spell and may choose new targets for the copy.
The wording's a little confusing: Can you return any instant card, or just an instant card with mana value X? Also, while the card meets the criterion of having mana value 3, when cast for any value of X != 0, it won't.
There needs to be some sort of limiting wording on the copy clause, otherwise you can target yourself repeatedly with the same spell. Since it doesn't require the player to be the only target, this gets out of control with a wide variety of spells. And since it allows you to put a return a spell of your choice to your hand immediately, it acts as a one-card infinite engine.
kwanyeegor-ii wrote: ↑1 year ago
Ursine Meditation 2G
Enchantment - Aura (Rare)
Enchant creature
Enchanted creature has ward
2
At the beginning of each end step, if enchanted creature didn't attack or block this turn, wasn't dealt damage this turn, and a spell or ability targeting it didn't resolve this turn, create a 2/2 green Bear creature token
So there's five conditions needed to make a Bear, which sounds like a lot; exept it isn't.
Green has plenty of creatures that act like enchantments --
Seedborn Muse comes to mind, but there are plenty of others -- so not attacking and blocking isn't that big of an issue. You quickly generate tokens that can attack and block instead, so it's not that big of an issue. There's a slight weakness to goad.dec, but you can avoid that by tapping the enchanted creature -- which doesn't prevent the Aura from making a Bear.
Not being dealt damage is a slightly bigger issue. The
Pacifism implied in the Aura negates the usual suspect of combat damage. The built-in Ward prevents most targeted damage. That leaves global damage effects cast by your opponents, which is a pretty narrow subset.
Spells and abilities not targeting it might finally be meaningful ... but since the Aura has Ward, it's not likely to be targeted by much. The "didn't resolve this turn" is a little confusing, and could be more clearly written.
Henlock wrote: ↑1 year ago
Nurturing Valor 1gw
Enchantment - Aura (r)
enchant creature
Whenever enchanted creature deals combat damage to a player, you may put a permanent card with mana value X or less from your hand onto the battlefield, where X is the damage dealt this way.
Sacrifice a nonland permanent: Enchanted creature's base power and toughness become each equal to the sacrificed permanent's mana value.
So we just went from making a Bear, to putting any permanent card onto the battlefield. Hmm.
It's an interesting engine -- you can chug through artifacts rather quickly this way, especially on a creature with decent evasion (white loves those). The sac outlet might actually be better than the
Genesis effect, since you can activate it multiple times, as an instant, and with no other cost. I'd add a
1 or
GW, or limit it to sorcery speed or once a turn, to balance it out.
TheAmericanSpirit wrote: ↑1 year ago
Subterranean Depths bbb
Enchantment - Aura (r)
Enchant land
Enchanted land has "Pay 3 life,
{t}: Destroy target attacking creature unless its controller discards two cards."
Surviving the claustrophobia of the caverns requires a sacrifice of sanity.
Repeatable creature destruction one a land seems mighty dangerous, even with the limitations. I think WotC steers away from repeatable destroy effects these days because they very much want to encourage creatures to attack, and often.