Im talking about cards such as Defense Grid, Hope of Ghirapur, Xantid Swarm, and even Silence.These suggestions aside, Im still going to start with adapting TES to fit Echo of Eons
Then you can cash it in to deal a huge chunk of damage to any target
Glorious End The only red card on the list, Glorious End ends the turn but comes with a downside: You lose the game at the end of the next turn, so you better win now
And thus, Emerald Charm was a handy solution to any global enchantments (for you younglings, those enchantments which don't enchant anything in particular, such as Form of the Dragon or Worship), a way to bring flyers down to earth, and a second use of a utility creature, all wrapped into one neat little charm