Advanced Reconstruction
The Class frame here builds something red rarely gets to keep: a graveyard-fueled, cast-from-anywhere engine that unfolds in three deliberate steps. The base level turns your first main phase into a small lottery, milling a card then exiling a random one from your yard that you can play this turn. That means the card feeds the graveyard and dips back into it in the same beat, a self-cannibalizing loop that gives the higher levels something to eat. Level two turns that churn into a clock: any time one or more cards leave your graveyard, opponents take two, and because the trigger fires once per event rather than once per card, it rewards a steady drip of departures rather than a single bulk exile. Level three is where the structure points all along, discounting spells cast from anywhere other than your hand, which is exactly where the random exile and other alt-zone casting live. What holds it back is that the reward is backloaded and gated behind mana: you pay twice, so the card asks for a multi-turn commitment to the graveyard-as-hand plan rather than a finished threat on the table. Red's card advantage has always run through impulse draw and rummaging, effects that let you play your own cards from library or exile for a turn. This gathers those instincts into one permanent and then, at the top level, discounts the churn it manufactures.
