I'm sure this has been thought of before, but I haven't seen it with my own two eyes. I was thinking of a new commander-like format where instead of a creature commander, you used an enchantment. Deck construction follows the same rules, but there is no commander damage. There would obviously be many busted relics, so the format would have to learn from experience.
Here's an example deck based on Bred for the Hunt and a +1/+1 counters matter theme:
I thought of the legendary enchantment thing and it was nowhere near as deep. I love that theres billions of options for a goofy format like this where you can choose any effect from control to ramp to pump and anything in between. Imagine a deck that basically starts with Training Grounds or Quest for Ula's Temple. It would be an intensely diverse environment and I think that's awesome!
I think black and red would have a particularly hard time in this format because they are not designed for dealing with enchantments. Any ideas for how to balance this?
What if you make it so that the mana cost of the enchantment never goes up, that way there is less incentive to just play a bunch of GW enchantment removal spells. You would certainly have to make some bans as result of this rule, but it would make black and red much more viable colors. Are there any problems people see with this idea? Also, you should probably ban Enchantment creatures/Gods, unless your going for that.
Here's an example deck based on Bred for the Hunt and a +1/+1 counters matter theme:
1 Artisan's Sorrow
1 Avatar of the Resolute
1 Beast Within
1 Bident of Thassa
1 Bioshift
1 Bow of Nylea
1 Breeding Pool
1 Cloudfin Raptor
1 Clutch of Currents
1 Coastal Discovery
1 Cold-Eyed Selkie
1 Crowned Ceratok
1 Curse of Predation
1 Cytoplast Root-Kin
1 Doubling Season
1 Draining Whelk
1 Edric, Spymaster of Trest
1 Elusive Krasis
1 Endless One
1 Experiment One
1 Fathom Mage
1 Feral Hydra
1 Fertilid
1 Flooded Grove
6 Forest
1 Fuel for the Cause
1 Gaea's Cradle
1 Genesis Hydra
1 Gilder Bairn
1 Give / Take
1 Glen Elendra Archmage
1 Gyre Sage
1 Hangarback Walker
1 Hardened Scales
1 Heroes' Bane
1 Hindervines
1 Hinterland Harbor
1 Hooded Hydra
1 Inspiring Call
4 Island
1 Kalonian Hydra
1 Krosan Grip
1 Lifeblood Hydra
1 Llanowar Reborn
1 Lonely Sandbar
1 Lumbering Falls
1 Master Biomancer
1 Mistcutter Hydra
1 Misty Rainforest
1 Novijen, Heart of Progress
1 Ooze Flux
1 Oran-Rief, the Vastwood
1 Plaxcaster Frogling
1 Pongify
1 Prime Speaker Zegana
1 Protean Hydra
1 Reflecting Pool
1 Reliquary Tower
1 Renegade Krasis
1 Rogue's Passage
1 Rupture Spire
1 Rush of Ice
1 Sage of Fables
1 Sapphire Drake
1 Savage Summoning
1 Scatter to the Winds
1 Servant of the Scale
1 Simic Growth Chamber
1 Simic Guildgate
1 Simic Manipulator
1 Simic Signet
1 Skyrider Elf
1 Snakeform
1 Sol Ring
1 Solidarity of Heroes
1 Spike Tiller
1 Spike Weaver
1 Sporeback Troll
1 Temple of Mystery
1 Temple of the False God
1 Titania's Boon
1 Tranquil Thicket
1 Triskelion
1 Tropical Island
1 Vastwood Hydra
1 Vigor
1 Vivid Creek
1 Vivid Grove
1 Woodfall Primus
1 Yavimaya Coast
1 Yavimaya Hollow
1 Zameck Guildmage
Thoughts on the idea (not the deck)?
Born Again Christian. Novice Mage.;)