An enchantment going on an adventure is kinda weird thematically but this looks like a really solid card. Remove and heal and get the card out of hand early, bring back any creature later is going to be a commander staple.
Agreed on both counts. I don’t know how a (non-creature) enchantment goes on an adventure. But I have a [[Zur, Eternal Schemer]] deck for Standard Brawl and this card seems like an auto-include. Solid draft pick too, if you’re lucky enough to open it.
An enchantment going on an adventure is kinda weird thematically but this looks like a really solid card. Remove and heal and get the card out of hand early, bring back any creature later is going to be a commander staple.
Agreed on both counts. I don’t know how a (non-creature) enchantment goes on an adventure. But I have a [[Zur, Eternal Schemer]] deck for Standard Brawl and this card seems like an auto-include. Solid draft pick too, if you’re lucky enough to open it.
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