Did someone say enchantments? Constellation galore here, wearing down your opponent with
Grim Guardian
and Doomwake Giant while keeping yourself afloat with Nyx-Fleece Ram and
Underworld Coinsmith
. The gods support this while blocking lifegain, saving creatures, and pumping out more enchantments. The other enchantments are all supporting, setting off constellation while giving beneficial effects or removing bigger threats from your opponent's field. The big finisher is usually [[Vizkopa Guildmage] + [Whip of Erebos]], using the Guildmage's second ability once or twice to deal two to three times your creatures' power as close-to-direct damage.
Fun things I've found while playtesting-
Whip of Erebos - Use the ability to return something like Brain Maggot to see your opponent's hand while triggering constellation and temporarily moving something for the turn.
Archangel of Thune - Makes everything really big really quickly. Lots of sources of little bits of life gain triggers it two to three times before attacking, each turn. Hard to keep alive though, because it's such a big target.
Ethereal Armor - Makes one thing really, really big. Nearly every card is an enchantment, and can turn a brain maggot into a 4/4 first strike turn 3 (Just play another maggot or a ram)
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