The Brothers’ War brings some truly unique and powerful enchantments to Magic: the Gathering. While much of the focus of the set is on artifacts, which makes sense given the history of Urza and Mishra as artificers, it would be a mistake to ignore the enchantment from The Brothers’ War.

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Two of the enchantments on this list will be familiar to long-time players, reprints from past sets, while another two enchantments look suspiciously like functional reprints. That said, not all enchantments are particularly good so let’s take a look at some of the best enchantments in The Brothers’ War.

10 In The Trenches

Magic The Gathering The Best Enchantments In The Brothers' War In The Trenches

This three-man anthem effect gives all your creatures +1/+1, which is pretty good solid. In a creature-heavy deck, with a bunch of smaller creatures swarming the board, it can give a pretty impressive power boost to your team. It pulls double duty later on when you have more mana available, and your opponent has a threat on the battlefield. For six mana, you get to exile that nonland threat so long as In the Trenches is on the battlefield. Enchantment removal is pretty scarce, and being able to pump your team and exile a threat later in the game can help you pull through.

9 Bitter Reunion

Magic The Gathering The Best Enchantments In The Brothers' War Bitter Reunion

This particular enchantment is fairly unique since it might look familiar to players. When it enters the battlefield Bitter Reunion allows you to draw two cards so long as you discard a card first. Essentially it’s the same effect as Tormenting Voice, but it doesn’t force you to discard a card as part of the casting cost. Then as an added bonus you can pay one mana and sacrifice it to give your creatures haste until end of turn.

8 Mightstone’s Animation

Magic The Gathering The Best Enchantments In The Brothers' War Mightstones Animation

Turning an artifact into a creature can be pretty good, especially if that artifact has outlived its usefulness otherwise. This card will be pretty good in Limited formats where an empty or stagnate board can suddenly be filled with a new creature. The fact that it replaces itself in your hand by drawing a card is particularly nice, as keeping up card advantage in limited formats is crucial.

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A funny thing with Mightstone’s Animation is that you can enchant artifact creatures too, so depending on the artifact you’re enchanting, you could give it a strict upgrade. Consider slapping this aura onto a card like Combat Thresher or Spectrum Sentinal to boost their power a bit.

7 Tocasia’s Welcome

Image of the Tocasia's Welcome card in Magic: The Gathering, with art by Johan Grenier

Tocasia’s Welcome is a familiar ability, allowing you to draw a card when a creature with power less than three enters the battlefield. However, this ability triggers only once per turn. This ability was previously seen on Welcoming Vampire, but now that it is on an enchantment, it is much more reliable as it is harder to get rid of enchantments compared to creatures.

6 Blanchwood Armor

Magic The Gathering The Best Enchantments In The Brothers' War Blanchwood Armor

A classic enchantment from the days of Urza’s Saga, Blanchwood Armor gives your creature a massive power boost but is dependent on you running a bunch of forests in your deck. While making a creature really big is fun, making sure to enchant a creature with trample or some type of evasion mechanic is best. For some real fun, cast Blanchwood Armor and then cast Awaken the Woods to make a bunch of forest creature tokens.

5 Mechanized Warfare

Magic The Gathering The Best Enchantments In The Brothers' War Mechanized Warfare

Being able to boost all the damage you deal through artifacts or red sources by one is pretty darn good. For just three mana, one generic and double red, you get to upgrade all damage you would do, which is a solid mana investment.

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While Mechanized Warfare might not seem terribly impressive on the surface, letting every 1/1 creature you have deal two damage in a low mana cost aggro deck is pretty powerful.

4 Painful Quandary

Magic The Gathering The Best Enchantments In The Brothers' War Painful Quandary

A pretty solid Commander card in discard-based decks, Painful Quandary will have your opponents second-guessing their every move. If your opponents want to cast a spell of any type, they must make a choice. Do they lose five life, or do they discard a card? The incremental disadvantage you accrue with Painful Quandary in play means you’ll quickly be taking the advantage as they try to cast more spells.

3 Draconic Destiny

Magic The Gathering The Best Enchantments In The Brothers' War Draconic Destiny

Draconic Destiny is a bit of an interesting enchantment that turns your creature into a dragon. Giving a creature +1/+1, haste, and flying is pretty good; giving it the ability to pump itself +1/+0 for one generic mana is even better. This enchantment never goes away either, returning to your hand once the creature it is enchanting dies, allowing you to reenchant something new. The haste in this scenario lets your later-game creature draws swing in immediately, though the mana commitment might be a little high at times.

2 Visions Of Phyrexia

Magic The Gathering The Best Enchantments In The Brothers' War Visions of Phyrexia

There is virtually no downside to Visions of Phyrexia outside of a slightly higher casting cost. At the beginning of your turn, you exile the top card of your library and then decide what you would like to do with it. If you cast it, you can then get a free spell to try and cast. If you choose not to cast the card, you can create a tapped Powerstone to help ramp up to your next spell.

1 One With The Multiverse

Magic The Gathering The Best Enchantments In The Brothers' War One with the Multiverse

This-eight mana enchantment lets you do so much with just one card. You can look at the top card of your library at any time you like, giving you a chance to manipulate the top card of your library with effects like Evolving Wilds. Once you have a card you like on top, you can then cast that spell or play that land. You still have the same number of land drops you would normally, but now you can potentially burn through the top card if you need to. Then the real power of the card comes from the last line, where you can cast a spell from your hand or the top of your library without paying its mana cost, but only once per turn.

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