Alberix, the Trade Planet
Trade Routes takes the import-export gag literally: a permanent that arrives holding a stockpile of five cards, exiled off your library the instant it enters, then meters them back into a hand over subsequent turns like a customs house clearing goods. The Planet keyword front-loads a burst of variance into that single moment, which turns the enchantment into a resource battery that can be replenished over time but whose delivery is throttled. At the beginning of your precombat main phase you either spend a card from hand to withdraw two from the stockpile (a two-for-one that only functions while you have fuel to feed it) or slow-drip a single fresh card into the reserve to keep the engine from running dry. That second mode reveals the design's real concern: not the total number of cards moving, but the rate at which they cross between zones, which gives the whole thing the cadence of a trading post rather than a flat draw engine. It is also a World enchantment, an old design bucket where only one such permanent exists at a time, so two copies on the battlefield fight to the death and the newer one wins. That uniqueness is the balancing weight on an engine that would otherwise stack: you get exactly one trade route, and the card becomes an exercise in managing a closed supply against an open demand.
