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Ahhh... the Whiteness!...
By Robert Hilliard
Okay - Welcome to the 3rd installment of The White Enchant Rants... Maybe I can squeeze the rest of the "power" of white into this article...

In this article I'm going to give an overall list of Enchantments, not previously discussed, as I normally do, and go over the particular strengths of each. We all know that their weaknesses deal with anything that gets rid of Enchantments, and in some cases creatures...

Hold on to your... Deck Protectors... here I go...

Worship - a 3W rare from Saga - "If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead." Let me get this straight - all I need is a creature in play, and any damage that would kill me is basically null and void. With all the protection available in White, this is a perfect enchantment to keep you alive. Now all you need is a null brooch to make sure you're not playing Blue, and you're set...

Hanna's Custody - a 2W rare from Tempest -"Artifacts can't be the target of spells or abilities." I only need to say one thing - This is perfect with the card discussed above.

Humility - a 2WW rare from Tempest - "All creatures lose all abilities and are 1/1." This card was perfect for those control decks, or decks running Caltrops. Black white control also got a boost with Nausea. Face it - Humility can shut down any creature deck. All you need is something to compliment or protect it. Alas, White is great for those sort of things...

Angelic Chorus - a 3WW Saga rare - "Whenever a creature comes into play under your control, you gain life equal to it's toughness." This Enchantment is a little expensive, but is well worth playing. Play with Fatties, weenies, standards, it doesn't matter - any life is good life. I personally ran this with Sneak Attack, and the ever wonderful Serra Avatar. :eek:

Planar Collapse - a 1W Legacy rare - "At the beginning of your upkeep, if there are four or more creatures in play, sacrifice Planar Collapse. If you do, destroy all creatures. They can't be regenerated." Ever need a cheap Wrath of God for those elves, squirrels, goblins, birds... you get the picture. Yes it has to be out there a full turn, but as long as it goes off, you can't argue about having a 2 cc Wrath of God.

Ivory Mask - a 2WW rare from Masques - "You can't be the target of spells or abilities." Maybe a little high? I don't think so, with all the protection available, making yourself untargettable is pretty nice!...

Spiritual Asylum - a 2WW Nemesis rare - "Creatures and lands you control can't be the target of spells or abilities. ; When a creature you control attacks, sacrifice Spiritual Asylum."
Okay - I'm seeing a theme here - make nothing targettable! Spiritual Asylum, Ivory Mask, Hanna's Custody, and Sterling Grove along with Null Brooch should get you a win... There's a deck idea for you Casual enthusiasts - and I say casual, because the mana curve on the deck is high...

Delaying Shield - a 3W rare from Odyssey - "If you would be dealt damage, put that many delay counters on Delaying Shield instead. ; At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay {1}{W}." My idea for this... Sliding it out... that's my idea... cool huh?!!!...

Kismet - a 3W Legends uncommon - "Artifacts, creatures, and lands your opponents control come into play tapped." You all can tell that this basically buys you a turn, but us experienced players know what it was dreadful with... Stasis. This was the key for Stasis decks before bounce(except Boomerang), and Mind over Matter.

Land Tax - a W Legends UNCOMMON, and later a rare - "At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, and put them into your hand. If you do, shuffle your library." This was the fastest way to pull land out of your deck, while playing legally, during a game, still is that I know of. Worth running in any deck playing white.

Presence of the Master - a 3W Legends UNCOMMON - "Whenever a player plays an enchantment spell, counter it." Again White is found out of it's normal realm of Magic, and it begins countering any enchantment. Not as strongly played as it could have been, but would have made a strong showing against Fires, and Infestation decks...

Drought - a 2WW Ice Age UNCOMMON - "At the beginning of your upkeep, sacrifice Drought unless you pay {W}{W}. ; As an additional cost to play spells with {B} in their mana costs and activated abilities with {B} in their activation costs, the spell or ability's controller sacrifices a swamp for each {B} in that cost." Wouldn't this be nice to have out against Tog?... or Echoes, or Braids, or Discard... well I think you get this picture also...

Justice - 2WW Ice Age UNCOMMON - cousin of Drought - "At the beginning of your upkeep, sacrifice Justice unless you pay {W}{W}. ; Whenever a red creature or spell deals damage, Justice deals that much damage to that creature's or spell's controller." Isn't this nice to have against any deck running red?!!!...

Inheritance - W Alliances UNCOMMON - Only good for Mulitplayer IMO - "Whenever a creature is put into a graveyard from play, you may pay {3}. If you do, draw a card." Like I said - great for multiplayer.

Maybe an intermittance here...

...okay that was good enough... back to the Whiteness...

Royal Decree - a 2WW Alliaces rare - "Cumulative Upkeep - {W}. ; Whenever a swamp, mountain, black permanent, or red permanent becomes tapped, Royal Decree deals 1 damage to that permanent's controller." Drought and Justice must have gotten together in their spare time, and brought this into the world... Man - White sure does like breeding... just look at Mobilization, Sacred Mesa, Kjeldoran Outpost...

Speaking of...

Sacred Mesa - a 2W Mirage rare - "At the beginning of your upkeep, sacrifice Sacred Mesa unless you sacrifice a Pegasus. ; {1}{W}: Put a 1/1 white Wild Pegasus creature token with flying into play." Talk about mass producing Flyers... This card can do it... the only other way I know of is Wonder in the gy with Parallel Evolution...

Limited Resources - a W rare from Exodus - "When Limited Resources comes into play, each player chooses five lands he or she controls and sacrifices the rest. ; Players can't play lands if there are ten or more lands in play." This goes perfectly with Bounce... :sad:

Opalescence - a 2WW Destiny rare - This card is possibly the mother of all rules problems, until a change in the rules simplified it... "Each other global enchantment is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment." Great for an army of Enchantments though - just run with Spiritual Asylum... Or the ever famous Replenish...

And Last but not least -

Sigil of the New Dawn - a 3W rare from Onslaught -"Whenever a creature is put into your graveyard from play, you may pay {1}{W}. If you do, return that card to your hand." Once again White is a little out of it's league. Black has always been known for it's re-anime functions, and gy manipulation, but here it's white's turn! Handy to have with that Sneak Attack...

Well that's about the end of it folks. I know I didn't discuss all of White's cute little enchantments, but I hope I touched on some that you knew.

A few honorees to be mentioned... well... nevermind, I can't think of any.

Next Enchant Rant's discussion will feature Red Enchantments... can you tell I'm staying away from Blue?...

'Til then may the Whiteness be with you!...

Train.

Read More Articles by Robert Hilliard!

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