It deosn't help when some of them are just rubbish anyway. |
Even the sets which focus on enchantments (the Urza Block where auras go back to your hand if they go to the graveyard), the enchantments were overshadowed by other spells which were broken such as Tolarian Academy and Memory Jar. Unlucky.
Build your own hero. |
Flight
Spending a whole card to give a creature flying is a pretty poor deal in Magic the Gathering, but in the real world, flying can get you out of all kinds of problems. This first one is a bit of a no brainer. Don't have the winged helmet in Trial of the Champions? Fall down the pit on Forest of Doom? Need to escape from Mampang in Crown of the Kings? The ability to fly solves all of these problems and more.
Agility
It will be cool to have quick reflexes as I can easily chase down fleeing monsters or avoid traps. In terms of Magic the Gathering, I would weaken creatures blocking me. In gamebook terms, you no longer have to rely on your luck to avoid traps and projectiles, unless of course, you don't want to such as in Black Vein Prophecy.
Giant Strength
Strength is another no brainer. The good thing about this power is that it does not make you giant sized so if any passing giants would challenge you to a wrestling match or a shaman wants to test you before he helps you then you would have a nice surprise waiting for them.
Hero's Resolve
Some powers aren't bought on by magic but by a state of mind. Gerrard has his back to the wall in this picture, but he's still not going to give up. That's the kind of thinking a hero needs. It would certainly be good when you're exploring Neuberg Keep or the House of Hell.
Street Savvy
Most fantasy gamebook worlds contain cities which are inherantly lethal to naive visitors - Blacksand, Khare, Helgedad, Blackhaven, The City of the Runes of Doom. This enchantment will bestow the knowledge to defend yourself in a city and to notice thieves and worse sneaking around in the shadows, ready to pounce.
Battle Mastery
Fighting is inevitable for an adventurer and I would not go on a great quest without thorough training and the best weaponry. With these skills, I will make short work of bandits, goblins and crazed animals.
Fear
Battles with mooks will slow me down and weaken me eventually, so sometimes, it would be better to just intimidate them into submission so that I can move on to the real power. An aura of fear around me would make those orcs cower before me as I walk past them. The picture on the card reminds me of a jib-jib.
Power of Fire
If combat is not the answer, then I can turn to magic. Nothing gets rid of a problem better than a blast of flame and you never know, you might cross paths magical serpent whose weakness is fire. This power could also have mundane uses such as starting a fire on a cold desert night or lighting a lantern.
Instill Energy
Being an adventurer requires quick action so I cannot stand around taking stock of a situation. I need to move now. It is also exhausting what with all the fighting and running, so I am able to energise myself once in a while. It is good if you have a time limit to your quest.
Indestructability
If I meet an opponent that is too much for my skills and magic, I have this power to run back on. Forget just being invulnerable to sword strike, here I'm invulnerable to (almost) everything as if I'd received one of Leesha's rings. Acording to the Kamigawa story, being indestructable also means immortality, so it would also be like receiving the blessing from the giant in Necklace of Skulls.
Robe of Mirrors
Finally, I would don this robe so that I could not be targeted by any other spells or enchantments. This covers targeted remove from the game effects and targeted effects that give me negative toughness. I would have to don this last as I would not be able to receive any other enchantments as they are targeted. Some aura enchantments are portrayed as clothes such as this one. You can also get other objects such as veils or clasps.
So if you take me as a 0/1 creature, after receiving these enchantments, I would look like this:
I would be a 4/11 creature with flying, flanking, fear, haste, doublestrike, indestructibility and shroud. I can block creatures with landwalk abilities as if they did not have them and untap once a turn. I could also tap to deal 1 damage to a creature or player.
The only spells that can deal with me are non targeted effects that exile creatures (such as Apocalypse and Apocalypse Chime) and non targeted effects that will give me -11 toughness. There is no one effect that can do that but it would require several.
What auras would you want on you?
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