Crusher Zendikon 2R
Enchantment - Aura Common
Enchanted Land is a 4/2 red Beast creature with Trample. It's still a land.
When enchanted land is put into a graveyard from play, return that card to its owner's hand.
Very beefy in limited. Essentially a 4 mana 4/2 with haste, trample and recursion if played on turn 4 -- not bad at all.
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"One skilled at battle takes a stand in the ground of no defeat
And so does not lose the enemy's defeat.
Therefore, the victorious military is first victorious and after that does battle.
The defeated military first does battle and after that seeks victory."
Skill is an ability that relates more so to the type of deck that's built and how said player pilots it. It also relates to the ability to assess the board and use the cards available to you in the most optimal way relative to each situation.
When a deck is filled with above par cards and every play is solid, there comes a diminishing need to "think" for the lack of wanting to use a better word.
Y'know what, I am really starting to like this enchantment creatures. It's a way to get a creature on the board that can dodge Essence Scatter, trap/trap-like cards that effect casting a creature, AND, when the creature dies, it promotes landfall.
AND, I already have a green/white hateful extended enchantment deck. They will be a great fit in the deck.
Well, it's a 4/2 haste attacker at 4 mana that sets you back 1 land drop when killed...
... limited fodder for the aggro red, maybe.
It only sets you back in tempo since the land returns to your hand. 4 lands is about where red decks that would use this card curve out at. So it is a ball lightning variant that gives you the ability to trigger landfall again.
Interesting thing about these enchantments, yeah, it's "like" a 4 mana haste, or it's like a 3 mana 4/2, but, it's also got something like this... when XZendikon comes into play, exile target land you control.
XZendikon has T: add one mana of the type that the exiled land could produce.
When XZendikon goes to the graveyard, return exiled land to your hand.
It's a bit more than just a 4 mana hasty, since one of your mana is not usable, unless you don't attack. In realistic terms, probably you won't have a land to play the turn the Zendikon dies, so you get your land back right away. But the landfall that turn also won't help much, since presumably it dies in combat (you could hold it). Also, is it better to see the card now as a manland that has it's cost paid every turn? This one is difficult for me, since I've not used manlands before, I don't really have a good way to measure the effectiveness here.
If you realistically think, "ok, when it hits the field it will be 3x the Lacerator in p/t majority of the game." you can assume it's better than it. what about cost though? "one B?!?!? no f!@#ing wey." This is where you should replace those lacerators with a death's shadow.
Do you all know for sure that the land/creature will be able to attack the first turn it is enchanted? Forests turned into treefolk by Awakener Druid still had summoning sickness. Seems like the same thing here. Still solid cards either way.