Giant Strength

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Vintage Masters (VMA) Common
Classic Sixth Edition (6ED) Common
Tempest (TMP) Common
Fifth Edition (5ED) Common
Fourth Edition (4ED) Common
Legends (LEG) Common

Combos Browse all

Giant Strength

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2.

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Giant Strength Discussion

Rhadamanthus on What happens when you gain ...

3 months ago

For any permanent-type card (creature, land, enchantment, artifact, planeswalker), effects from any of its static abilities (i.e. abilities that aren't activated or triggered) will only apply for as long as it's on the battlefield. In your situation the land will return to its previous controller when Annex leaves the battlefield.

This is different from an effect generated by a resolving spell or ability. For example, the permanents you take control of after casting a Blatant Thievery will stay under your control until some other effect specifically makes you lose control of them (including making them leave the battlefield).

DeathChant17 on No Whine With My Cheese, Please

1 year ago

It's a decent buff and vigilance is nice to have. Plus if anyone plays one of those "gain control of all creatures, untap and swing them" red spells, at least you can't get hit with Narset. I'd use it.

Other good enchantments in addition to the ones I mentioned are:

Bonds of Faith, Battle Mastery, Daybreak Coronet, Ethereal Armor, and Unquestioned Authority.

I use all of them in my Zur the Enchanter deck except Sphere of Safety. Since I run Zur I'm not very familiar with red enchantments. There is Dragon Mantle to give narset fire-breathing, Errantry is perfect for narset, Fearsome Temper, Giant Strength, Immolation, Lightning Talons, Madcap Skills, and probably plenty others.