Ah, what a pretty, little enchantment! I haven't put this one to use yet, but I'll point out some things that I notice about it - It has a manageable casting cost (very important), which might even leave you some available Mana to put to another purpose. Most decks won't pack enchantment destruction (Although, the current set is heavily based in enchantments - But the more popular focus will be on planeswalkers and creatures), so your enchantment will likely survive the game, if you manage to successfully cast it. Once set up, you have an automatic creature machine, dealing out 3 abilities at random (all including haste) - trample, lifelink and direct damage. So, your archetype should be ready to maximize the effects of those bonuses. Having an extra trampler on the field will contribute to the damage you might deal, so it should be an aggressive (and capable of successfully attacking) deck. Lifelink will help keep you alive during your berserker rage, so you might add other lifelinkers or life-gaining effects. The petty damage dealer will contribute to your ability to hinder enemy defenses - You'll only need beat down the most threatening creature to the point that it can't withstand the power of each of your individual creatures, and it won't want to block them (lest it die). Help that effect by being prepared to stack extra direct damage wherever it might be needed. The enchantment fits in well with other red/white spells, so give the whole Standard outlook some thought. As I said, I'll need to test this myself, but I suspect that it won't be relevant as a contender against some of the more powerhouse archetypes. This is precisely the reason the game needs fundamental revision - A perfectly good card, such as this, tossed out by everyone for not being powerful enough to compete. |
