The Top Enchantments of Competitive EDH
CEDH has a lot of powerful cards. Although most decks don't run a lot of enchantments, the enchantments they do run are some of the most powerful cards in the format. Here are a list of the enchantments that I consider the most powerful in the format.
Probably the most powerful enchantment ever printed. Necropotence, when successfully put into play, will put you so far ahead of your opponents that victory is pretty much a foregone conclusion. The main drawbacks of this card are pretty much negated by the 40 starting life in EDH and the 99 card decks.
There is some nuance to using this card, mainly if you are manipulating the top of your deck, but even as a brute force card draw effect, this card is insane.
2. Mystic Remora
Probably one of the most annoying enchantments for group play, Mystic Remora is also one of the best turn one plays possible in CEDH. This card will give you the early fuel (many times three cards or more between turn one and two) to continue building up your gameplan while staying ahead of three opponents. With a mana cost of one blue, it's my opinon that Mystic Remora is a staple in any deck containing blue.
3. Food Chain
Food Chain is one of the more narrow enchantments on this list. With that said, it is the go-to source of infinite mana for casting creatures. This card will often be seen in Prossh or General Tazri decks as a combo finish enabler. It's difficult to disrupt once it's down on the table and is always a must-stop-now play.
Pair this card with a Misthollow Griffin, Squee, the Immortal, or Eternal Scourge to produce an infinite mount of mana, which can only be used to cast creatures. You can use cards like Manipulate Fate or Extract to find these creatures from your deck and put them directly into exile, making this combo very consistent and fast.
4. Root Maze
So, you've got your finely-tuned combo deck all put together and it runs like a dream. You're ready to sit down and crush your opponents within the first two or three turns and go to game two. Everything looks great until one of your opponents drops a Root Maze on turn one. The next thing you know, it's turn 25 and you can barely even put together a cantrip, let alone a combo.
Root Maze is an amazing enchantment that will immediately slow down the entire table. Even non-combo decks in this format are tuned to tight tolerances and enchantments like Root Maze completely derail everything they're trying to do. The game will slow to a glacial crawl, especially in the early turns, where most decks are at their most powerful.
5. Survival of the Fittest
Survival is a two-mana, repeatable tutor that also enables reanimation strategies. Not much to say here. Very strong card if you run green and have a good number of creatures in your deck.
6. Animate Dead
Reanimation is pretty strong in CEDH. There are a lot of powerful targets that can win the game immediately upon entering the battlefield. Once you have a way to get your powerful targets into the graveyard, you can cheat them into play with a mere two mana.
One combo that is often seen in Breya CEDH decks involves pairing Animate Dead with Worldgorger Dragon to produce infinite mana and killing your enemies with Breya's activated abilities.
7. Sylvan Library
Unlock cards like Necropotence, Sylvan Library won't launch you way ahead of your opponents in sheer card advantage. However, the combination of card draw and card selection are very good in a singleton format. The power of this card is also increased by the higher starting life total.
This is a very good workhorse card for almost any deck that runs green.
8. Carpet of Flowers
I find that, often times, Carpet of Flowers gets overlooked by a lot of deck builders. This card is very good, especially because of the prevalence of blue in CEDH. This card will boost you way ahead of your opponents in the very early turns of the game and is, in my opinion, a staple for decks with green in them. A very powerful effect that you need to have to compete.
9. Blood Moon/Back to Basics
CEDH decks are super greedy. They run a lot of high-powered non-basic lands that are particularly vulnerable to non-basic land hate. This card hoses decks much like Root Maze hoses them. These decks run on super tight tolerances and will be almost completely shut down by mana hate.
With that said, CEDH also has a lot of artifact mana and Blood Moon effects are rarely a hard lock.
10. Purphoros, God of the Forge
Purphoros is more of a personal favorite for me. He is one of my favorite finishers, particularly in my Prossh combo deck. He can be tutored for with both, enchantment tutors and creature tutors. Once he's in play, he's very difficult to get rid of. And he pretty much closes out the game immediately.
Again, more of a personal choice for me.
There are many many powerful enchantments that I haven't put on this list. So what do you think? What are the most powerful enchantments that you've played? What are your favorites?