|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Common|
|Classic Sixth Edition (6ED)||Common|
|Fifth Edition (5ED)||Common|
|Fourth Edition (4ED)||Common|
Combos Browse all
Enchantment — Aura
Enchanted creature gets +2/+2.
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Giant Strength Discussion
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).
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:
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.