Devoted to Enchantments Part 2 – Top Pips

Hey Commander lovers! This is part 2 of my look at the most devotion-friendly enchantments in Magic. You can check out Part 1 here, where I looked at cards with exactly 3 pips (or coloured mana symbols) in their CMC. I’m moving on to cards with a 4th pip, be it a colourless mana requirement or not, and those with more.

As before, I’m not covering creatures or artifacts (even if they’re also enchantments) because devotion wants to stick around. Enchantments are among the hardest targets you can get, just by virtue of limited ways to interact with them. Entire colours, like red and black, struggle with them, and blue often has to resort to ‘any permanent’ cards to clean them up.

While I initially excluded auras, some were just too much fun! Don’t forget this is all about devotion, not the overall power of a card.

Awaken the Ancient is one of a few cards through Magic’s history that turn Mountains into creatures. Subtle, complicated red planeswalker Koth of the Hammer does it. Somebody in design is on board with this, or has been. I’m not sure why. We have the basic two for one problem of auras, in a mana-strangled colour. I know it’s supposed to be sort of like a mega direct damage spell, but you can’t really use it turn 4, because this doesn’t untap the land, even though it now has haste. And no evasion, I might add. In Commander, where people are playing spot land destruction like Strip Mine or Field of Ruin as a hedge against nasty lands, you can’t fault them for Ruining your Giant…. Ummm, so first card, and I’m way off the track of devotion. I think what I’m saying is that this is hardly playable in Commander, and is rare I hope I never open if I open an M14 pack. Yikes. I hope someday a deck emerges, but risking a land in red is not where I want to be. Not for a 7/7, even with cool glowing eyes in the artwork.

Furnace of Rath is a bit of a gamble. There is a very similar card, called Dictate of the Twin Gods, that basically does the same thing as above, but for the CMC of 3RR. It also has Flash, which means it can be played at instant speed. The difference between the two cards is huge, because Dictate can be brought in right before your turn, or even before your damage source lands. Furnace can be played to similar effect just by playing it before combat or another spell, but without some mana acceleration, playing it too early is going to give your opponents a full round of turns with it before you can untap and unleash doom. If you’re bringing more pain than anyone, this is a decent source of devotion. I would still look to Dictate of the Twin Gods first, because the devotion difference is a scant 1. I’ve played with both cards a lot, and even Dictate is a pretty big gamble. Some opponents will be super-excited to see you drop something like this.

Grave Pact is a card I do play with, but have mixed feelings about. I think the effect is probably too strong for casual Commander. It’s too easy to manipulate. I know a card is probably too strong when either the game becomes all about that card, or when one or more players are completely undermined out by it. I’ve seen this and doppelganger card Dictate of Erebos (3BB and Flash) keep entire creature strategies from firing at all, and keep Commanders off the table completely. That last one is tough to swallow. The game is Commander, not ‘Well I sac another token then.’ Dictate is nastier with Flash, and the CMC of Grave Pact is kind of a deterrent, but devotion actually loves it. So this is both very good for devotion – and tough not to play unless you’re running very few creatures – and bad for your opponents. These cards are great reasons to pack some ways to exile enchantments if you think you might face them. The ultimate counter, however, is to steal them, as black has very few ways to respond.

Invoke Prejudice has some… interesting… artwork. Just gonna leave that one there. The name of this card would probably be something different nowadays. For devotion, and really any deck that can stomach the casting cost, this is awesome. Just awesome. You can play no creatures, all colourless, or even all blue, and this crushes opposing creature strategies before they start. Double CMC for creatures will slow most of the decks in Commander right down. Why wouldn’t everyone play this? Well, the card invokes prejudice, which is not something I want around me, and it’s also a Reserved List card from Legends, and was never cheap ever, and will likely never be again. The whole concept is difficult to reprint. Also, how about playing against something like this? If I played it, I’d expect the table to gang up on me. Heck, it’s practically on the card.

I have had the pleasure of playing with Lich. Way back in the way back, I had a wonky combo deck that could theoretically win turn 1. This was in days when you could play 4 Lotus Petals, Mana Vaults, any Moxen you had, Power 9, etc…. Yowza. I had Petals, a Vault, Sol Ring, and a bunch of other fast mana, including Dark Ritual. I had Demonic Tutor, Wheel of Fortune, Ancestral Recall and Timetwister. The deck won by getting Lich in play with Glacial Chasm, Fastbond, and either Zuran Orb or Dark Heart of the Wood. With Timetwister to reset, you could play a Forest land (duals in those days, mostly Bayou/Tropical Island) tap it for mana and sacrifice it to gain life. With Lich in play, you’d draw that many cards. Fastbond would allow you to play any number of lands. Glacial Chasm would keep Fastbond from damaging you for each land, because with Lich out, that means sacrificing a permanent. So draw and play Forest lands, sacrificing them to Dark Heart of the Wood for 3 life each time, and then when the graveyard was full, Timetwister!! You may notice a lack of kill here. Well, during this sequence, there was usually a Wheel of Fortune, which meant my opponent had 7 cards in their yard at some point. I had Tormod’s Crypt, which exiles graveyards. Once, on turn 1, after a stupid amount of playing by myself, I killed someone with Tormod’s Crypt and Timetwister. After that it was tough to be all that excited about the deck, and I was slowly convinced to trade away the pieces for newer cards. Sigh. Anyways, so devotion… well in Commander I think Lich is one of those cards you win with this turn, or at most, next turn. There’s no tomorrow with this thing. If it dies, you die. There’s a number of cards like this on this list, and while you could do Lich tribal, it would be tough to imagine how any success with something like that would just be the result of playing superior support cards. I think it’s okay to leave this in the box. The Oracle page is a fun read.

Nefarious Lich is an attempt to take Lich into the modern world of 2001! Arthur C. Clarke approves! I bet Jace and HAL would be good buddies. I think this is significantly worse than Lich. Lich allows for better control of the flow of ‘life’ you now have. While this is (I guess) supposed to support a sort-of spellslinger Lich, I really wouldn’t want to guess the right way to build around this, and I don’t know that devotion really wants it, either.

Outlaws’ Merriment is, surprisingly, our first two-coloured card. I figured with split mana, there’d be something in the triples, but I guess not. Straight off the top, we have a very narrow devotion application, with Iroas, God of Victory being the focus here. I feel like this is fine, and the devotion is fine, but the issues I would see stopping me from playing this in Iroas have more to do with how I was doing the deck overall. I’ve seen Iroas builds that don’t want the Commander to be a creature, and some that would sneer at the power level of the tokens made by Outlaws’ Merriment. You can help those tokens, but at face value, I don’t think this is strong enough for Commander. Super fun, and if you can make the tokens bigger, could be something. But this is not Assemble the Legion, which goes wide very fast.

If there was ever a reason to get Hellbent, Anthem of Rakdos is it. This, readers, is what we call a payoff. Your own exclusive Furnace of Rath. If this was a Legendary creature, it would be pretty notorious, and Hellbent in Commander would be a thing. You can build around this. And of course, this is about devotion, not Hellbent, or what Commanders should be printed (with caution and testing), so we’re only really about Mogis, God of Slaughter. Mogis doesn’t really do much that suggests discard, but doing some kind of grindy thing is what it usually does do, and discard might fit that. This is a card you might try if you find you’re going low on cards in hand with Mogis on a regular basis. In that case, the second ability is just a bonus for what becomes an enabler for a nasty Voltron-friendly Commander. Mogis Madness? Could be fun. I think I need one of these.

I love Dawn of the Dead! What a sweet card. I use this in my Yuriko, the Tiger’s Shadow Ninja deck. That deck has fizzling issues, and often ends up with a creature or three in the graveyard, a dork in hand, and Yuriko in the zone. The dorks seldom have haste of their own, so playing the dork in hand means it’ll get killed before I can Ninjitsu Yuriko in next turn. Enter Dawn of the Dead. Suddenly, my dead dork returns to play, and what’s this? It doesn’t exile when it leaves play like many other variants, only at end of turn? And having haste means I’m going to bounce it back to my hand when I Ninjitsu it this turn. And maybe play it again before endstep. If it’s an ETB creature, like Faerie Seer, I’ll grab a couple of Scrys along the way. This is also a respectable topdeck of 5 for Yuriko. I think this card is completely underused. It works well with sacrifice triggers, too. In devotion, we might have something here. New Erebos (Bleak-Hearted) has a built-in sacrifice outlet. Sacrificing a creature reanimated with Dawn of Dead just sends it back to the graveyard. Make that creature Gary and you’ll win pretty quick.

Future Sight is recent reprint with an Expansion Set’s name. This is probably a decent card for devotion, in that it’s a decent card. You basically always have an extra card in hand, but your opponents can see it. And they see what you draw. And you draw a card when you play that card. It’s a lot less complicated in practice. I think all of the blue devotion decks could use this card, but might have better, and more specific cards to use. Showing what you draw can be a major drawback, or barely register with a sleepy group. If you’re blasting through your deck at warp speed anyway, or casting all these spells, your opponents will see them at some point. I would try this with Callaphe.

Gratuitous Violence got reprinted in Conspiracy 2, which seems like decades ago, now. That was hailed as a sweet reprint set, but was quickly eclipsed by Masters sets and Battlebond, and then by the 2019 cards. I remember being excited to see Berserk around again. My point is that this card is sorta recently reprinted, and maybe not so expensive, and it’s pretty awesome for devotion. Anax is pretty aggressive, and would love this, and if you can turn Purphoros, God of the Forge into a creature with one more red pip, his damage ability when creatures ETB is doubled. Gratuitous Violence doubles all damage creatures do to creatures or players, regardless of type. Sneaky. And new Purphoros brings creatures in like Sneak Attack to do business. This is an obvious choice there, too. Devotion home run!

Intimidation is a card I would hate to have to explain to a new player. “Okay, so there’s this card called Intimidation, and it grants the ability ‘Fear.’ Fear is a lot like the ability ‘Intimidate,’ which is similar but not Fear, and not granted by Intimidation… What’re you feeling? Would it be intimidation?” Having the literal rules text on this card kind of helps, just so you know what it actually does. I don’t know about Tymaret, because devotion affects his toughness, but this seems like a wacky win-con for Erebos’s. Commander damage is a thing, and this can clear the path for Big E, among others. Maybe a whole horde. Some decks will laugh at this, but enough will be pretty vulnerable. The one thing holding this back, I guess, is that the Erebos’s have relatively low power. 5 is a 5-turn Commander clock, where 7 is 3. Big difference. Mogis Aggro could look at this.

If you look back at Part 1 of this mini-series, you can see a couple of cards that will cut your life in half for some payoff. One is a 4/4 flier. Near-Death Experience can become a whole subgame, where you flirt with death, and the table tries to kill you or this enchantment before you win the game. You can turbo your way to 1 life using pay-life cards, and doing that early enough can avoid interaction and win outright. The trick is paying triple white. As far as devotion goes, I’m not really sure this is worth it. Maybe you get lucky every now and again, but some other white cards will do a lot of heavy lifting, and win more games than backending into this. Many of the white devotion legends like to gain life, and the others don’t really care. I would still put this on a list and just see if the chances of pulling it off are more than minimal. You never know.

Privileged Position is exclusively for Karametra, God of Harvests. Lucky. This is an extremely strong card, and one I would probably recommend for any deck with green and white in combination in it. Including 5 colour decks. For devotion, this is a big win, although I’m not quite sure what exactly Karametra wants to do with devotion. I play a Karametra deck, and most of the time, I’d prefer my Commander be an enchantment. This would still go in that deck if I had this card. Any 5 colour stab at a devotion deck should put this in the first draft.

I think Aquaman would really approve of the artwork on Telekinetic Bonds. Maybe not the flavour text. The card, however, is a bit of a dud. The potential is sort of there. You can tap something like Gilded Lotus to untap itself and net mana on discard, but where’s this discard coming from, and when is it happening so that net mana doesn’t just fizzle? Is there a steady stream of discard outlets you could pair up with? Well, if we pair this up with something like Compulsion and Empowered Autogenerator at 4 counters, we could draw (and discard) our whole deck, netting mana on each draw, and win with Lab Man/Jace/New Option backed up by a counterspell in hand. Janky, but there’s probably a nasty streamlined version using High Tide.

Oh right! Devotion! I don’t know that Telekinetic Bonds plays super well in any devotion shell. I would keep it on the radar, because maybe it just easily works with something you do a lot, like loot, and making the mana isn’t a problem.

Worms of the Earth frustrates me a little, because it could be part of the response to decks that flood the board with lands. That first line is encouraging. I mean, if it stopped there, this would have to be banned. You could drop it turn 1 and end the game right there. Dark Ritual, Mana Crypt. So the second part is much needed: a way to get rid of this thing so you can play lands. Unfortunately, the cost is too small to rate. 5 damage? No problem. Put two lands into the yard? Lord Windgrace loves it! Lord Windgrace might even play this card! We do need a few more brake cards for the lands decks, but this isn’t part of the solution. For devotion, I’m not sure. This could work as part of a Stax thing, or with Mogis via all sorts of passive damage. If this can be recurred often, it could be something to seriously consider. But watch out for how it might enable opponents. Great, great artwork.

Landwalk is ultimately a way for a colour to hose itself in the mirror. Early colour-hosers were symmetrical, ie. destroying all islands. If you also used islands, Islandwalk was an alternative way to think sideboard. Aysen Highway is white’s answer to white. How do you find this mythical highway? Well, the only real answer is the Mystic Compass.

Few cards in Magic will let you turn your opponent’s land into a Plains. You can do your own, but the Highway is a line, not a loop. A theme deck could possibly emerge here, but a devotion deck seems unlikely. This affects ALL white creatures, not just yours.

Celestial Mantle is pretty flashy. At first glance, I thought the picture was of an angel, and was shocked this didn’t give flying. No evasion is pretty crummy. This needs to contact a player to be relevant, and if not, is +3/+3 for six mana. Doubling your life total seems like a win more. This seems like something you cheat into play with an unblockable plan. There are Commanders that can make that happen, but they aren’t devotion. Considering the gods are indestructible makes auras more palatable, but I’d struggle to make room in anything serious for this. It doesn’t even support the theme it tends to suggest, in angels.

Collective Blessing has been a surprise for me. While it can only really go in Karametra (and 5 colour devotion, another good card for that) this works out to be pretty strong. The bonus per mana spent gets pretty insane with more than a few creatures out, and this will help a lot of what Karametra does. If you want green-white pips, and you go a little wide, this is a terrific place to get some.

Dovescape is a weird card. It messes with game mechanics (sort of). While it doesn’t create replacement effects or anything like that, countering non-creature spells is a big deal, and so are tons of flying tokens. It’s tough to imagine getting on top of the symmetry here. Are you trying to stop opposing non-creature spells? Or play lots with high CMCs and make all the birds? Or even play uncounterable stuff? This must work better for 2 player games. Chaos decks enjoy stuff like this, and I’m not ruling this out for the blue-white devotion god, Ephara, God of the Polis. Ephara likes creatures to ETB, so maybe this is an engine card in that deck. I’m just not really sure why. Bird city something theme deck?

Speaking of making birds for no real good reason, we have Fable of Wolf and Owl. This is a card just for Kruphix, God of Horizons. I haven’t seen many Kruphix decks that didn’t just go straight to Eldrazi titans, however. Since those are colourless spells, and Kruphix kind of rolls that way, this seems more of a theme deck card. Kruphix devotion with animals could be fun! Outside of devotion, this is probably too unknown and underplayed. Seems really fun.

Hidden Path is just off the Aysen Highway. Aysen Highway is arguably a colour-shifted Hidden Path for some kind of demand from white, or it was too OP in green. Ah, early Magic. Like the Highway, this does landwalk, and like the Highway it’s for ALL green creatures. Lots of juicy green pips, and many more ways to make lands into forests than plains. And lots of green decks. Renata, Called to the Hunt might get some use out of this as a way to punch through. Reserved List card with stunning artwork.

Lich’s Mastery is probably the best Lich variant so far, and has seen some success in recent Standard formats. I believe this card is breaking into Pioneer and Modern a bit, too. Like the other Liches, this requires some concessions in deck building. You can’t really just throw it into something, because it messes so much with normal gameplay. Hexproof helps a lot. What stops this from being that playable is stuff like Necropotence and Phyrexian Arena, who come down earlier and draw a lot of cards, too. They also enable devotion at a similar rate. And they don’t lose you the game too often. I would just play those cards.

Mind Over Matter offers a serious number of blue pips and an intriguing engine. No mana cost for an ability like this is really interesting. This reminds me of Seismic Assault, except very combo-forward. You could certainly throw this into any devotion deck. It is unlikely to be useless, as you can stop attacking monsters and such at the cost of extra lands. Or untap your stuff. Or leverage the discard angle. The more interaction points, the better this gets. This works with Telekinetic Bonds, above, but requires card draw to do anything real. This would be considered for any blue devotion list I’d make.

I have tried Necromancer’s Covenant in a zombie deck. A couple of times, actually. I felt like it would be a bomb, and make an army, and leave behind a buff for them, etc. It was seldom more than two 2/2s and the lifelink. A lot of recursion decks don’t just sit there with huge piles in the yard, and a lot of decks play recursion. The timing is really what’s tough to work with. If the ability was activated, rather than on ETB, we’d have something. Nonetheless, this is decent enough card for black/white devotion. Unlike others, I’m not sure I’d put it in 5 colour devotion. But for the 2 Athreos’s we have now, and the colour they’re in, this could be part of a powerful recursion/anti-recursion concept. Black and white can sacrifice this and bring it back, making the timing aspect less of an issue, and it’s on theme-ish. As a one-time payoff, though, I’m not sold.

Playing Risky Move is some kind of… risky… move…. I’m glad this card exists. It’s fun and chaotic and a nod back to the time when the game was designed for people having fun and not esports pushing merch. That being said, I wouldn’t want to open this in a pack vs. something powerful and playable. This also isn’t super useful for devotion, and you might give away an indestructible creature that immediately becomes an enchantment you can’t get back. Cards like this get lost trying to play a game within a game. It’s likely this will result in a game of pass the chump that minimally impacts what’s really going on. Can you break something like this? Maybe, and we’ve had one coin-flip-matters commander in red so far, and there could certainly be others. But for devotion, pass.

Regardless of the parameters of the Shape of the Wiitigo, we can take a step back and look at it as an aura that doesn’t protect itself or the creature (except by increasing toughness) and doesn’t add evasion. Then we can look at the +/+ boost and the other thing, which is a clause of the +/+ boost. As an aura, it can only be cast on gods if they’ve already reached enough devotion to be creatures, and the +/+ boost and clause look pretty small compared to other options, like equipment. For Renata, Called to the Hunt, this grants +9/+6 and possibly more. But it’s still a huge 2 for 1 target. I’d pass.

Transcendence looks like it could lose you the game faster than Lich. Some cards simply interact poorly with Commander’s mechanics. Although, if you shut off everybody’s lifegain, with some of the very few red, black or red/black options, you can keep one way of dying off the table. That option isn’t there in white, however, so devotion is really unlikely to want this. One more thing: if the payoff here were to win the game or have an opponent lose, instead of you being able to stave off a death by normal means, it could totally be worth building a bridge of jank to it. Even in devotion. Too bad.

Woweee! And on the other end of the spectrum is a card that Commander likes a lot, that is likely too slow for other formats, and is a total devotion slam dunk! ‘Nuff said!

Playing theft auras in a devotion deck is interesting. Volition Reins isn’t the best example, because there are others that are much better based on pure efficiency (Control Magic) but it’s useful as an example. Part of maximizing devotion is thinking permanents wherever you can. The new Omens are a great example of permanents that do things that some spells do. If you want to do theft devotion, it’s probably obvious to choose things like auras to do your thieving, rather than spells. Y’know, for the pips. And this is one of a few options. And it can steal a land or a planeswalker!

While the Yuriko Ninjas Commander concept likes this, and there’s a few others, Baneful Omen remains a big CMC maybe for black decks. You can cast this on turn 7, and hit 3 lands in a row, and die to a seven drop that another player cast on their turn 7 because seven drops should do a lot. And maybe this doesn’t. If you can mess with your topdeck, and have a bunch of high CMC cards kicking around, well, maybe this finishes the game for you. There are a growing number of scry and topdeck outlets in black, and the ability of the Erebos’s to draw cards at instant speed to clear a path to something with a CMC of 8+ is a possibility. Some black decks can make a ton of mana and run stuff like Plague Wind and In Garruk’s Wake. If that’s you, and it’s devotion, take a good look at this card.

I love that Cast Through Time can make your counterspells show up again in time for your upkeep. Weird. I feel like I’d rather have those spells in my graveyard to recur or something. When it comes to cantrips and just about everything else blue casts in instant/sorcery form, this is probably pretty great. Thassa’s Rebuff is the only devotion instant I could find in blue, and it’s a counterspell. But starting at ‘blue instants, CMC 1, banned in a format’ will give you a good list of stuff you can rebound with. If your devotion deck plays a lot of that stuff, and not just a pile of counterspells, Cast Through Time could be some sweet pips for you.

Wow. What do I say about this card? Well, with devotion, you either have to play around your Commander, or let them be exiled. In which case, I’m not sure you’re doing this for the pips. Some aspect of this card might ring a bell with you. It’s kind of like a mega-blink, and can be blinked itself to do a huge swath of ETB triggers from your creatures. This could be part of a Thassa, Deep Dwelling ETB deck, with cards like Master of Waves, to make tokens that can be upgraded to dragons, and then returned to make more tokens if Day of the Dragons fizzles. Or you bounce it. Combine with Altar of the Brood and a few bounces and you win. A blue devotion deck winning with a number of red dragons (intentionally, without theft) is pretty cool, actually. Somebody do this!

Debtor’s Knell is one of the best reanimation engines ever. It’s just super slow. So slow. When it comes to devotion, this is another Athreos card. Or 5 colour. With either Athreos, I can see this being part of the machine you want to assemble that ends up with you having all the creatures and sacrificing them at will for fun and profit. Again, it might be too slow, but Athreos doesn’t seem like a fast deck. I’m not sure if Athreos ever really wants to be a creature though, so the devotion aspect gets a little lost here.

Form of the Dragon is like the other ‘Form of the…’ cards in that it really makes you vulnerable. There aren’t a lot of reasons why I’d want to reduce my life to 5, even for a personal Moat and Beacon of Destruction every turn. What if my opponents have a Beacon of Destruction? While the damage might clear the road, our red devotion Commanders do not have flying, so all the creatures that aren’t attacking you might just be on blocking duty. No real devotion synergy here.

I can make an argument for Meishin, the Mind Cage in a lot of blue devotion decks. Callaphe only gets -(X-3)/-0, and some of the others don’t care about attacking unless it’s lethal. This doesn’t do Master of Waves and other token strategies any favours, however, unless you can discard your hand at will. You can take several of the cards on this list and set up some janky engine of control, but the CMCs might overwhelm you. But it’s Commander and janky engines of control are a thing. In blue. I’m not really convinced, but I don’t have to be.

Mythic Proportions is going to make us do more math. As with Shape of the Wiitigo above, auras are a bit of a devotion nonbo with gods, so we’re mostly looking at Renata, Called to the Hunt. She gets +11/+8 and trample for 7 mana. Hmmm. Does that math for you? I think it’s not terrible, but we can probably do much better. Still something to consider.

Thought Reflection’s rules page involves this fun sequence: “Thought Reflection doesn’t cause you to draw cards. Rather, it causes card-drawing effects to have you draw more cards. It also causes the draw action during your draw step to have you draw two cards.” Right? This is a fine devotion card, but it can get pretty out of hand, and eventually your opponents will try and help you deck yourself. Be careful.

Yavimaya’s Embrace is another card for Kruphix, God of Horizons. I’m surprised they passed on flavour text. I think Kruphix might pass on this, but you never know. The deck can handle the high CMC, and trample is really great. It’s just up against a mountain of powerful options on the horizon. I feel like a theme build might like this, but I’m not sure what the theme is. When Ikoria drops in a few months, maybe stealing opposing behemoths will be all the rage.

Considering devotion is an ability of the gods and demigods, Omniscience is a perfect card to end up with. It’s tough to compete with that text box. Devotion here is pretty incidental. But that’s okay. This is a great card for blue decks, if you can get it in play. After that, everything’s devoted to you. And that wraps…

Oh wait, there’s a silver-bordered card that wants to be heard from. It’s one of the notorious ones, too. This card is probably too powerful for any serious Magic game. Tutoring a creature directing from your deck into play is too much. You can copy the trigger with Strionic Resonator too. The creature isn’t exiled if it is sacrificed, killed, bounced, etc, making this a stable engine of destruction. “Ach! Hans, Run!” is only playable in Xenagos and 5 colour devotion anyway, but if ever legal, is one of the best things you can do. ‘Ach! Hans, run! It’s the Purphoros, God of the Forge… Worldspine Wurm… Ulamog the Endless Gyre… Blightsteel Colossus…. You get the idea. Even played fairly, this is OP. Especially with Xenagos.

That wraps up the Top Pips segment of Devoted to Enchantments. I hope you enjoyed it, and maybe even saw a card or two you’ve never seen before. Next time I’ll look at the new Demigods and how we can build around them, and maybe even touch on the mythical 5 colour devotion too! Thanks for reading, and stay devoted to what you love!!


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