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.
Eighth Edition
8ED White