The basic play pattern looks like itll attack as a creature early, then attach to a larger creature when attacking with a 2/4 becomes untenable
The plan is to land an early threat, protect it, and tax every spell your opponent casts while flyers close the game
Preventing players from casting spells from the graveyard isnt unique, but not many effects stop them from casting spells from exile
According to the rule of the game, when a player controls seven or more enchantments, all creatures under their control gain flying and vigilance, making them more difficult to block and better at defending
But this ability really becomes a haymaker once Zinnia's other text lines are considered: Creature spells you cast have offspring 2
Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) Creature - Human Warrior Solemn Doomguide Flying Each creature card in your graveyard that's a Cleric, Rogue, Warrior, and/or Wizard has unearth