Hallowed Haunting
Enchantment-count payoffs usually deal in small increments: draw a card, gain some life, buff a creature. This one pays off in win conditions, twice over. The static ability wants seven enchantments before it does anything, which sounds steep until you notice the second half is quietly manufacturing bodies every time you advance toward that threshold. Each enchantment you cast leaves a Spirit Cleric behind, and those tokens scale with every Spirit you already control, so the board grows quadratically while you assemble the count that turns them all into flyers with vigilance. The design tension lives entirely in the sequencing: early triggers make small tokens, but a Spirit made late in the game arrives large because it counts every one that came before it. Clear seven enchantments and the aura-and-shrine army you built as a byproduct simultaneously gains evasion and stops having to choose between attacking and blocking. It is a build-around that demands a specific kind of deck (one already flooding the board with enchantment permanents) and then rewards that deck with an overwhelming aerial swing rather than incremental value. The seven-count gate forces genuine commitment to the enchantment theme; you cannot shortcut it with two cards, and by the time you reach the threshold the token engine has usually done the heavy lifting on its own.






