Hallowed Haunting – Crimson Vow
Date Reviewed: December 13, 2021
Commander [EDH]: 3.67
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
It only just this moment occurred to me that you’re supposed to play Hallowed Haunting with disturb cards. To be fair, I tend to think in terms of casual formats, where our eyes will probably be drawn to some of the conventional Enchantress cards like Wild Growth, repeatable advantage cards like Estrid and Niko Aris, and over-the-top aggression like Theros‘ bestow creatures. I suspect decks like those might be the best prospect for this card in larger formats, though I wouldn’t rule out some kind of enchantment-based deck emerging someplace. Modern still has famous control cards like Blood Moon, and I don’t think anybody has any kind of clue what to expect from Kamigawa Neon Dynasty.
Enchantment payoff? Interesting enough, especially with Crimson Vow‘s disturb spells. But Hallowed Haunting is a rather cool addition to that sort of “enchantress”-style of deck, turning the permanent type into an amassing army. The payoff for seven is rather marked, as evasion always has been worth investing into, and if you build around it, you can end a game in short order.
That said, Hallowed Haunting is a pretty ponderous spell with a fairly slow time to fire, and we all know how much I love “do nothing” enchantments. It needs to sit around to get enough to fire, and seven enchantments is a lot (even if it counts itself). If you already meet the threshold, the payoff is immediate…but that’s a big “if”. This feels like a swingy card that needs to be built heavily around, and while it can blow a game open in short order and will also give enchantment decks another weapon to attack with, I’m not convinced yet that it does enough to justify itself in Standard.
Constructed: 3 (pity it’s not in a Standard with Theros Beyond Death)
Limited: 4 (this has particular demands to work, but I think between the amassing army and disturb, you might be able to win games with this little card)
A pretty good two for one enchantment that only costs four mana! First off I’d like to point out that if this was printed while Theros Beyond Death was in the rotation this would have been busted. It’s still really good but you’re making a deck that is focusing on enchantments in order to utilize the first effect to give your creatures flying and vigilance. I think the second effect is where this card shines, whenever you cast an enchantment you create a spirit, but not just any spirit you make a spirit that’s power/toughness is equal to the number of spirits you control! This should be going in the spirit commander deck, or the Ranar commander deck from Kaldheim. Speaking of Kaldheim, that set had some pretty good enchantment spells that would work nicely with this card; you just need to consider whether or not it would be too slow in the current standard meta. In modern or pioneer I can see this being utilized in a spirit control type strategy which could be a lot of fun! Really get the value out of that Lingering Souls! Definitely include in an enchantment commander build or a spirit commander build. I like it in limited, I think it’s a good grab with the number of spirits in the set but if you’re doing draft and not sealed you’ll have to have some luck on your side in order to get more enchantments and with this being a mythic you’re likely only be getting one of them so it’ll have to be a part of your game winning strategy.
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