![]() That’s because I have things that care about casting enchantments, casting creatures, and landfall. Part of the fun is asking yourself where you can get some more incidental value.įor example, in my Karametra enchantress deck I run almost all enchantment ramp and some creature-to-land ramp. Spells, creatures, enchantments, artifacts (generic mana rocks are cheap and efficient). The reason I make this second point is that when you have so many options you should pick the one that best synergies with your deck. Spell ramp like ] or ], creature to land ramp like ] and ] (I know there are better ones but I’m not a green player), and then pure creature ramp like ] and it’s functional reprints and more expensive ones like ] or ]. If you already have green then you have a LOT of competition for ramp options. More importantly, I think the problem is that enchantment ramp is in green. Enchantment ramp is a liability if your friends play those cards. My meta runs lots of all purpose permanent destruction like ], ], and ]. That said, if you have a reason to run enchantments (say you’re playing a deck built around them) then it would make sense to run a few alongside more traditional ramp spells. ![]() Not to mention it’s harder to interact with lands (because Wizards has moved away from cards that do that over the years) versus enchantments (we get a bunch of enchantment hate from Theros alone). Plus having an enchantment on the field often can turn on other cards that might have otherwise been dead in their hand like ]. Utopia Sprawl and the like don’t do that and also have the added weakness of needing to target something (which can be relevant if someone has a redirect effect or if your lands have shroud for some reason). Rampant growth works better for multi-color decks because it gets a land out of your deck, allows you to shuffle things away if you need to, and allows you fix your mana if you need it. If you play in a group that has a lot of enchantment removal they tend to be pretty bad. to both ensure you can cast it early, and to ensure it doesn't disrupt your hand midgame. if you can't afford the 2 super pricey mana rocks, you should consider fellwar stone, mind stone, farseek(tapped but can grab duals), and then consider cultivate/kodama, while also considering if a niche spell like harvest season is viable. ![]() i personally feel people overload on mana dorks too much, the land aura is stronger) birds, option of additional mana dork/or 1 cmc land aura (this is where it goes decks with access to green have numerous 1 cmc options that generate mana next turn, 1-3 is about all you want though. crypt/mox) arcane sig, nature's lore, three visits. In an ideal deck, you never run rampant growth, or skyshard claim (outside of maaaaaybe landfall decks) the reprinting of three visits should replace every copy of rampant growth in edh (hell. ![]() The only good ones are the 1 cmc land auras that actually produce mana. So when do I run land enchants and why? Because Abundant Growth seems good and Utopia Sprawl* has to be $5 for a reason.Įdit: mixed up Urban Utopia and Utopia Sprawl He didn't agree and I didn't bother arguing because he has some weird opinions in Magic that I don't agree with either, but I've been thinking about it, especially after seeing people use land enchants in cEDH. Even something like ] would be a good card when I want mana early. But, when it comes to Rampant Growth or something like ], it seems like Abundant Growth and Urban Utopia are super solid cards that can fix (making his other point moot) and can advance your mana curve fast than something like ] or ] which net you more but later. With things like ] and ], I see his point. He said he thought that it's better to have lands for fixing and they aren't as easily destroyed. I said that ] seems comparable to ], and that ] and ] just seemed better. I was talking to a friend the other day, and I asked him what he thought about land enchantments.
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