An enchantment going on an adventure is kinda weird thematically but this looks like a really solid card. Remove and heal and get the card out of hand early, bring back any creature later is going to be a commander staple.
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Agreed on both counts. I don't know how a (non-creature) enchantment goes on an adventure. But I have a [[Zur, Eternal Schemer]] deck for Standard Brawl and this card seems like an auto-include. Solid draft pick too, if you're lucky enough to open it.
another super strong card for 60 card formats. I'm planning on trying a couple copies in the removal flex slots of Rakdos Midrange in Pioneer, since the 7 mana upside for if the game drags out is so insane
Virtue of Persistence - 5BB
Enchantment (Mythic)
At the beginning of your upkeep, put target creature card from a graveyard onto the battlefield under your control.
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Locthwain Scorn - 1B
Sorcery - Adventure
Target creature gets -3/-3 until end of turn. You gain 2 life.