Optician_Of_Urza wrote:
Unless those auras or equipments are giving the creature shroud or some other ability that would prevent targeting, there's nothing stopping you from having creatures with lots of auras and equipment on them. However in most cases you don't want to put many auras (if any) on creatures because you set yourself up for a big loss in card advantage. Say you have a Phantom Warrior with two Blanchwood Armour on it and say, three forests, you have an unblockable 8/8. Pretty good, but when your opponent has the removal spell like Terror or Pacifism, you've just lost three cards to his one. Not good. Equipment doesn't have this problem as it stays on the battlefield when the creature it's attached to dies, and you can move it if the creature is incapacitated.
Some creatures like auras though. Take Uril for instance:
Unless your opponent has mass removal, Uril can be enchanted a lot without having to worry about spot removal.
Interesting, that changes things a lot. By the way, that's a nice card!
On a different topic, does anyone else find blue boring? I've noticed that blue is very powerful with all it's "cancel spell" and "draw extra cards" abilities. It's powerful, but it gets kind of boring after a while. Are there any other good strategies for blue?
I just put together a white and green deck I'm pretty happy with. I love white's first strike and life restore abilities.