Here we have another color manipulating spell, but this time applying

only to one, individual instance, to be changed. Uncharacteristic of

instant spells, this one causes a permanent effect. The spell must be

written this way to avoid potential loss of the effect, by being in chains

to an enchantment, making it a very powerful, low-cost spell. My

favorite application would probably be to change a creature's landwalk

ability - An unblockable creature is, perhaps, the best way in the game

to deal damage, and this card will allow you to walk over whatever

land the situation requires! The only problem with that will be that most

land-walkers are relatively small, and this spell can only change one

instance of landwalk. You might try packing 4 of these in a small deck,

and work with the biggest land-walkers you can find, for a fairly certain

way of dealing substantial damage. The game may currently be too

dominated by mass destruction and other control spells to really utilize

this sort of complexity, but in a more tempered situation, this is the sort

of curve-ball that it might take to overcome an opponent. An

unblockable creature, of course, only really applies when the other

player is using creatures - And, it is sad to recognize that the popularity

of "control" decks may make a strategy like this completely irrelevant.

Players that try to wreck your game with endless counters, kills, and

planeswalkers really
are wrecking the game.
Eighth Edition
8ED Blue