He definently warps your deckbuilding. And he is definently worth doing so, not formthe size of him after the fact but as others have mentioned certain decks (oloro, uril, zur) aare dependent on their enchantments. Most people can blow one up so that is fine to them, but blowing them all is a kick in the pants.
Ruhan, removal, equipment and LD. Its hard to get mad when the game is over in a few hits. And if the game goes long use card draw and and whatnot that is in blue. Some might ragequit over a sunder.... But don't mess with the ruhan!
Isn't Child the WORST general for this deck? If you have any walkers out you are never going to cast it, why not go with something like Progenetis? where you are going to get a self blowout if they slaver you
Honestly Fire // Ice, and Feast // Famine are on a completely different level than the other swords. The two most important actions in EDH are drawing cards and making land drops. These two help you with both of those actions. While the "protection" is good, it isn't what makes the cards good, it's the gravy on top of the effects.
Why? Because a lot of the cards that can kill the creature can also kill the sword. Putrefy for instance, won't get pointed at the creature but the sword. What is more back breaking than tapping out before a combat with a FaF and then getting it hit pre-damage?
The rest are situational at best, such as giving Red creature recursion (even though the best red cards are spells anyway), or giving Blue some lifegain considering the amount of cards you can draw off the WaP. Even milling with a BaM on Geth or Teneb. The first two help you draw cards and play spells where the other three are utility to either add redundancy to decks or give them abilities where they normally couldn't.
I would add:
(since this is labeled competative not going to pull any punches)
- Anything // + Mana Drain - Makes counterpell look silly
- Wistful Selkie // + Spellskite - Very good at protecting the Teferi/Seedborn combo online and drawing one card is debatable at best
- Garruk's Hoarde // + Magus of the future
- Squirrel // Nest combo + Propoganda and Rhystic Study - You have no way to search for enchantments so enchantments that don't scream combo would be better, ones that draw cards doubly so.
Also: What exactly are you going to DO with said inf. Mana? You could set up a Mystical tutor for time warp or Blue sun zenith? Then g.wave your whole deck (sans 1 card) in order to setup a Witness for the warp/Bsz? I dunno. I just don't see the point of going through all the trouble for INF. mana unless you are going to win the game on the spot. Which leads me to:
Still doable. I got mine removed yesterday this way
Draw Gush, Float 4 (one being blue), Gush returning 2 islands, replay land, cast Channel the suns, Cast mind's desire, Desire Both cards. Apoc. Barren Glory. Pass the turn.
WINNNNNNNNNNING
Now you could replace barren glory with the guy that if you would lose the game due to not drawing you win instead.
And blue (sans 1 deck).... So I think I know what you were trying to aim at, but you forgot that the blue part of the storm decks is very important
Consecrated Sphinx
Rhystic Study
Mystic Remora
Phyrexian Arena
Add:
Jace Beleran
Jace, the Mindsculptor
Future Sight or Magus of the Future - Lets be honest you aren't drawing cards per say, but play a land then a spell off the top, then flip over a Counter and then come back as whether it is CA or not.
Why? Because a lot of the cards that can kill the creature can also kill the sword. Putrefy for instance, won't get pointed at the creature but the sword. What is more back breaking than tapping out before a combat with a FaF and then getting it hit pre-damage?
The rest are situational at best, such as giving Red creature recursion (even though the best red cards are spells anyway), or giving Blue some lifegain considering the amount of cards you can draw off the WaP. Even milling with a BaM on Geth or Teneb. The first two help you draw cards and play spells where the other three are utility to either add redundancy to decks or give them abilities where they normally couldn't.
See how things change up a bit
(since this is labeled competative not going to pull any punches)
- Anything // + Mana Drain - Makes counterpell look silly
- Wistful Selkie // + Spellskite - Very good at protecting the Teferi/Seedborn combo online and drawing one card is debatable at best
- Garruk's Hoarde // + Magus of the future
- Squirrel // Nest combo + Propoganda and Rhystic Study - You have no way to search for enchantments so enchantments that don't scream combo would be better, ones that draw cards doubly so.
Other notable mentions:
Lighthouse Chronologist
Sword of Light and Shadow
Also: What exactly are you going to DO with said inf. Mana? You could set up a Mystical tutor for time warp or Blue sun zenith? Then g.wave your whole deck (sans 1 card) in order to setup a Witness for the warp/Bsz? I dunno. I just don't see the point of going through all the trouble for INF. mana unless you are going to win the game on the spot. Which leads me to:
+ Memnarch, an EXCELLENT sink for your inf. mana