mtg destroy all enchantments

This appeared in Future Sight. Jeremy casts spells in between his careers as a chemical analyst and campus manager. In Magic: The Gathering (MTG), Indestructible is a keyword that has been around since the game’s very first set, Alpha. This site works best with JavaScript enabled. 3 Answers. [8] This was repeated for Theros Beyond Death. He also has exalted, which lets any creature you control (including himself) get +1/+1 for the turn when it attacks alone. I just need to know any and all black Magic cards that destroy enchantments. Most have continuous or triggered abilities, but some have abilities that can be activated by their controllers.123 Enchantments function very similarly to colored artifacts. 10. The main distinction is flavor and what cards can destroy it. [10], White and green usually have one enchantment destruction card at common, although green's is usually also a spell that destroys artifacts. [10] Starting with Commander 2019, black has become tertiary in enchantment removal, but remains unable to remove deal-with-the-devil enchantments it has cast on itself.[11]. Enchantment tokens returned in the Mystery Booster set, where the test card Celestine Cave Witch lets you sacrifice insects to create curse enchantment tokens, and Domesticated Mammoth arrives on the battlefield with an aura token of Pacifism on it. Ads by Fandom. 7 years ago. In limited, it's good to have some Naturalize-type effects in your sideboard. You don't even need to cast the creatures for the ability (meaning tokens can trigger it), and since the effect says "may," you can decline to avoid destroying your own cards. They come in many forms, from standard enchantments to creature-boosting auras to enchantment/creature mixes, and you'll find some in most decks. Enter Aura Shards, an enchantment that lets you destroy any enchantment or artifact whenever a creature enters the field under your control. Just remember that if your opponent controls multiple enchantments, they pick what to forfeit when you make them sacrifice one. Bonus points to Felidar Cub for his cat synergy. Not only does this let Æther handle indestructible permanents, but it also prevents graveyard recoveries, making it especially difficult for foes to salvage their lost tools. Each of these only requires a single color, can counter two card types, and they're available in different factions (white has Cleansing while green has Primordium). Arguably the best-fused card in the game, you can cast one or both halves of this split spell when you play it. Another two-cost instant, Aura Mutation destroys an enchantment, then lets you create a number of 1/1 saproling tokens equal to that card's mana cost. In Standard, there are generally better choices - either things that will kill enchantments and creatures, like Maelstrom Pulse, more threats to keep your opponent on the defensive like Bloodbraid Elf, or more answers that don't care as much about their enchantments - e.g.

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