This is one of the more solid enchantment types. I'll talk a lot about the dysfunctionality of certain enchantments, but the more simple ones will still be effective. Your deck will not, necessarily, rely on drawing this enchantment, it merely acts as a bonus. If you were using a combo deck that required a particular enchantment in your hand very early in the game to function well, the difference between winning and losing would largely be the result of luck. Enchantments work particularly well as a buff, and auras are generally much more reliable components to a deck. Focusing on creatures is the most reliable way of strategizing, and an aura or Glorious Anthem is a fool proof benefit in any situation. The draw back to this selection would be versatility - While you can rely on the fact that a buff will always "work", it might not change things in a way that will remedy certain situations. Plenty of instants should compliment any strong force of creatures. Don't dismiss manipulation power when trying to maximize your damage potential. Regardless of how "powerful" you might make yourself, there is still more power in the ability to change things, much of the time; And, and eventual win is always better than a failed attempt at winning too soon. The main reason that you would use a buff like this is that you have a large number of creatures on the field at once. Each one would multiply the card's effect. +1/+1 x what? Look at token forces, look at petty First Strikers, look at fliers... The worst thing about the game right now, is that most people don't try anything original. If you play Magic Arena, ignore ranked play for the time being, and just experiment in the normal play mode. More people are using legitimate decks in that arena, and you won't get a good read (or positive experience) on your experiments by playing against any of the popular, automated, cheat-decks. |
