We all love gaining life, however sometimes nothing is more annoying than one of your opponents gaining a gazillion life points with an infinite combo (or just several hundred or thousand thanks to lifelink and special abilities of their cards). Witch Hunt, a new red rare enchantment card spoiled today Oct. 18, 2013 in the "Nature of the Beast" deck from Wizards of the Coast's upcoming "Magic: The Gathering" product "Commander (2013 Edition)," will quickly put a stop to that.
Witch Hunt - 4R
Players can't gain life.
At the beginning of your upkeep, Witch Hunt deals 4 damage to you.
At the beginning of your end step, target opponent chosen at random gains control of Witch Hunt.
The Accusations spread like hungry flames.
Witch Hunt bounces around the table at random dealing damage indiscriminately. The results will play out in dramatic fashion, just like the Salem, Mass. witch trials.
One way to add style points is by stuffing your deck with as many witch related cards as possible. "Magic 2014" gave us Bogbrew Witch, Festering Newt and Bubbling Cauldron. Another recent card you'll want to include is Exava, Rakdos Blood Witch. A quick Gatherer search yields a plethora of other witches to choose from.
Don't want Witch Hunt coming back to damage you? Leyline of Sanctity or any other card that gives you hexproof and/or shroud will keep the unruly mob of townsfolk from hunting you down. Otherwise you could end up being drowned, stoned, set on fire, or hung (you'll probably also want to include all those cards for their flavor too).
How will you use Witch Hunt?
Keep up with the latest "Magic: The Gathering" info:
Bookmark my article index, subscribe for email alerts of new articles, follow me on Twitter @David_Leavitt, like my fan page on Facebook, and add me to your circle on Google+.
For more information about the game, visit www.MagicTheGathering.com.