MTG – Top 10 World Enchantments
Taking a look at the best world enchantments ever printed!
World Enchantments are something that many new MTG players aren’t familiar with. They function similar to how legendary permanents do. When another world enchantment comes into play (it does not have to have the same name) the oldest one is destroyed and the newest one to come into play remains in play. So in other words, there can only be one world enchantment in play at a time. There aren’t many of these, but there are certainly some good ones and some bad ones. Let’s take a look at the good ones.
(All pictures come from www.magiccards.info)
#10 Eye Of Sungularity

This card ensures that you won’t see more than one of anything (except basic lands). The card Leyline Of Singularity was based off this card. This card can be used to eliminate combos or simply get a bit more control in the game. The illustration reminds me of Mortal Combat or Street Fighter. Anyway, this card is pretty powerful, and this is reinfroced by it’s baby, Leyline Of Singularity. Why mimic a card unless it was awesome?
#9 Chaosphere

Although this card isn’t someting that can be used all the time, when you are facing some creatures with flying, this card does more than save the day. This card makes flying creatures incredibly useless. They become weaker than regular creatures. This is a card that can be slipped into any red deck to deal with pesky flying creatures (similar to Spidersilk Armor in a green deck, though much more effective!).
#8 Bazaar Of Wonders

This card is a great way to stop your opponent from playing a Blaze, Fog, Counterspell, or Terror ever again. Just make sure one is in the graveyard and then play this card. Not only that, but if you put this in a mill deck and mill a couple cards you may be able to take out an opponent’s combo with this.
#7 Tombstone Stairwell

This is another card that isn’t always a great play, but in the right situations can win the game. This card belongs in those decks that use Buried Alive and other methods to dump creatures in your own graveyard. Of course, as long as you have your graveyard filled with more creatures than your opponent, you will have a creature advantage. In the right deck, this card can win the game as soon as one turn after you play it. Sure your opponent gets some zombie tokens too, but as long as you have more (or some effects that boost your creatures), you’ll smash through their defenses. A powerful card indeed.
#6 Nether Void

If you want to have a battle of mana, then this is the card for you. It greatly impairs your opponent, but can also hurt you if you aren’t careful. This is a card for those decks filled with Basal Thrulls and Blood Pets. You want to play it only if you know you can destroy your opponent without too much delay. This could work well in a mill deck (using Millstone and other cards that tap to mill).
#6 The Abyss

This card is pretty strong. There are similar cards (like Braids, Cabal Minion), but this one works a little differently. It doesn’t effect artifact creatures. This card is a great addition to an esper deck. It really puts you at an advantage.
#5 Caverns Of Despair

This card slows the pace of combat. It works well with a strong defense and a bunch of direct damage spells. However, there are other uses for it. It’s always a good card to get some control with!
#4 Concordant Crossroads

This card is cool because it’s one of the few cards that gives green creatures haste. Of course, it gives all creatures haste, but there are plenty of ways to balance out giving your opponent’s creatures haste. It only costs one mana!
#3 Hall Of Gemstone

This card is useful in two ways. First of all, it makes those multicolor decks all the more easy to play. Secondly, you can use it to keep your opponents from playing spells on your turn. Just make sure all lands produce a color that they can’t use. Of course, they can do the same thing to you. This card is for those spectrum decks. It only costs three mana and is easy to include.
#2 Forsaken Wastes

This card is constant life loss for every player. It stops players from gaining life and also has a painful cost for whoever tries to use Disenchant. It costs three mana, which is a bargain! A great card for a pins and needles deck.
#1 Arboria

This card essentially says, “Do nothing and you can’t be attacked”. It’s another card that works well with decks that revolve around using tap abilities rather than playing spells. This card really changes a game. It can be the staple card of a deck if you want even! It’s that good, and the best world enchantment ever printed.
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2 Comments
Drakdrium13, posted this comment on Nov 5th, 2009
I think tunnel vision could be more useful with something like condemn or cards with Fateseal. that could turn into an instant mill if you put a one of on the bottom of their library. although i will agree that necromancer’s covenant is fun. if you’re using it in a BUW deck, then maybe take Tunnel Vision out and use Mind Funeral since it costs so much less and is very effective as well












phil, posted this comment on Nov 4th, 2009
i know this isn’t an enchant world card, but i think the best OVERALL (or the most fun combined with Tunnel Vision) enchantment is Necromancer’s covenant.