On the one hand, it's basically a sideboard
card. A lot of people don't even bother with
enchantments, and some people have a few
Pacifism-effects but not much else. If you're
not destroying at least two enchantments, you're
paying four mana for a Naturalize that can't hit
artifacts. On the other hand, casual formats are
a fertile field for enchantment-based decks.
Cards like Auratouched Mage, Three Dreams, Mesa
Enchantress, and so forth aren't quite good
enough in competitive Magic, but they're good
enough to tempt people into building decks
around them for kitchen table use. And if
there's one guy like that at your table, this
card will utterly wreck him. If there isn't...
well...
We're ending this theme week with a card that
I've always been a huge fan of. Green decks
often want to make use of enchantments, but can
also be slowed down by the same. There are a few
cards like this one throughout history that let
you choose to keep beneficial enchantments and
eliminate harmful ones, and this one even lets
you make an enemy at will in multiplayer (if
you're inclined to do so). It also hits a lot of
great themes, both of the Ravnica block and,
dare I say, of this modern world. It's all too
easy to be disconnected from nature; not in the
way that phrase is usually used, but in the
sense of not seeing the world of nature hidden
right in front of your eyes, like the flock of
pigeons that has existed since before your town
did. It is also, I daresay, a metaphor for the
upcoming return to Ravnica: even under the
shadows of the past, change is eternal.
Until next week, grow through the concrete, and
choose carefully whose enchantments you destroy.
Welcome to
the Pojo.com card of the day section. We close
out our week looking at Primeval Light from
Guildpact. Primeval Light is an uncommon green
sorcery that costs three generic and one green
mana. Primeval Light destroys all enchantments
target player controls.
Any time you can blow up all of someone
else’s things while leaving your own alone is a
great time to me! In today’s game, there are
always enchantments floating around somewhere.
Often times, several. This means that having a
way to deal with a majority of them is crucial.
Primeval Light is just the card. If an opponent
is getting out a bunch of enchantments, you
simply blow them up. While Primeval Light may
not be the “best” enchantment destroyer, it is
certainly effective.
Today's card of the day is Primeval Light which
is a four mana Green spell that destroys all
enchantments target player controls. This
is pretty much a sidedeck only card as
enchantments are not overly common and are even
less likely to be used in great number, which
reduces the usefulness of this. It is nice
that it destroys only the enchantments of a
target player which will protect your own cards,
but lower cost options exist for individual
threats or global destruction in Multiplayer
formats. Overall a decent card for a
sidedeck, but better or more versatile options
are readily available.
For Limited there are quite a few enchantments
in the block and the creature heavy nature of
the format promotes at least a few auras being
used to supplement them. Using this to
deal with a powered up threat when direct
creature removal might not be available is well
worth considering, though not being an instant
prevents combat tricks. If running Green
this works well as an early pick in Booster or
maindecked in Sealed as it is effectively
removal which can be sidedecked out if your
opponent doesn't display major enchantments over
a significant number of turns.