I would prefer this card come into play with
three counters instead of six, so the casting
cost could have been dropped by two mana or so.
There are so many more efficient ways to add
counters and grow your creature that I can't
honestly see this card getting much play. There
are enchantments that are much better and do so
much more for the creatures that they enchant.
Yet another attempt on the part of Wizards to
make Auras that don't hand your opponent the
opportunity at a free 2-for-1 trade. Of course,
this is a novel way to go about it-- destroying
the creature is still a 2-for-1, but destroying
the Aura itself accomplishes nothing because the
+1/+1 counters stay on. I'd play it in
Constructed if I didn't have access to
Moldervine Cloak, but it's not too incredible.
In Limited, it's much better since there's less
creature removal. This on a Zombie Musher or any
flier just WINS GAMES.
Of all the
weird creatures from Ice Age to turn into an
enchantment, I never predicted Wittigo. But I'm
glad they did. It's actually a very cool aura.
Since it adds +1/+1 counters to a creature
rather than just pumping it up, enchantment
removal is ineffective here. It will prevent the
creature from growing, but frankly 6 +1/+1
counters should be enough to end the game if
used correctly. As I mentioned yesterday in
talking about Balduvian Rage, this is a format
with a lot of trample and a lot of evasion.
Green has a few Aurochs who would be delighted
to be enchanted with this. Even the pesky Bull
Aurochs becomes really menacing when it takes on
the Shape of the Wittigo.