Hey guys, as I already mentioned a few times on these forums, I keep as low on enchantment count as possible (on my current cube project) because enchantments can't be interacted with very well in comparison to creatures. Furthermore, I'm toning down creature removal, and emphasize board presence and therefore combat (and combat tricks), so having strong enchantments would completely ignore the rest of my design philosophy, because you would need to add answers to them, which obv would be quite narrow.
You should know that I'm not talking about Sagas, which are more like sorceries lasting 3-4 turns, Auras (which are either spot removal or easy 2-for-1s for your opponent) and Demonic Pact, which is an exception to the rule.
I'm talking about enchantments like Survival of the Fittest, Attrition and Experimental Frenzy with very strong effects that you need to fight in some way. Those will always be a no-go for me, as adding narrow removal for very strong cards is something I heavily dismiss, as it's bad game design for me.
But what about more narrow enablers? Cards like
Vampiric Rites and Weaponize the Monsters for aristocrats.dec
Myth Realized, Firemind's Research and Thousand-Year Storm for spellslingers.dec
Attunement, Crawling Sensation and Foster for selfmill.dec
Ominous Seas/Hoofprints of the Stag, Lightning Rift, Faith of the Devoted, Drake Haven/Spirit Cairn and Astral Drift for cycling.dec
Burning Vengeance and Secrets of the Dead for gymatters.dec
Doom Foretold and Tainted Aether for staxx.dec
Valor in Akros, Goblin Trenches and Glare of Subdual for tokens.dec
Ion Storm and Path of Discovery for growers.dec
What I also find very interesting: cards where you need to break the symmetry to get an advantage: Fecundity, Pandemonium, Kavu Lair, Oppression
and Primal Vigor.
Or cards like
You should know that I'm not talking about Sagas, which are more like sorceries lasting 3-4 turns, Auras (which are either spot removal or easy 2-for-1s for your opponent) and Demonic Pact, which is an exception to the rule.
I'm talking about enchantments like Survival of the Fittest, Attrition and Experimental Frenzy with very strong effects that you need to fight in some way. Those will always be a no-go for me, as adding narrow removal for very strong cards is something I heavily dismiss, as it's bad game design for me.
But what about more narrow enablers? Cards like
Vampiric Rites and Weaponize the Monsters for aristocrats.dec
Myth Realized, Firemind's Research and Thousand-Year Storm for spellslingers.dec
Attunement, Crawling Sensation and Foster for selfmill.dec
Ominous Seas/Hoofprints of the Stag, Lightning Rift, Faith of the Devoted, Drake Haven/Spirit Cairn and Astral Drift for cycling.dec
Burning Vengeance and Secrets of the Dead for gymatters.dec
Doom Foretold and Tainted Aether for staxx.dec
Valor in Akros, Goblin Trenches and Glare of Subdual for tokens.dec
Ion Storm and Path of Discovery for growers.dec
What I also find very interesting: cards where you need to break the symmetry to get an advantage: Fecundity, Pandemonium, Kavu Lair, Oppression
and Primal Vigor.
Or cards like