Archmage Ascension
The fantasy this enchantment sells is the second mode, and the entire build asks whether you can survive long enough to flip it on. Six quest counters means six separate turns of drawing two or more cards, and the trigger only checks at end step, so the timer is not just slow but interruptible: a turn where you draw one card stalls the count without resetting it, but it still costs you tempo you do not get back. The payoff, once active, rewrites every future draw step into a Demonic Tutor that never stops, turning your library into a toolbox and your draw into a search engine for whatever closes the game. That gap between the trivial cost to play it and the absurd ceiling once charged is the whole tension; the card is a pure investment instrument, asking you to spend the early game building toward an engine that does nothing until the threshold trips. It belongs to a small family of enchantments that promise inevitability in exchange for setup time, and it sits at the patient end of that spectrum, demanding a deck built to draw cards in bunches rather than one that happens to. The counters do not expire and the second ability is optional each draw, so once online it is yours to throttle, but getting there is the design's deliberate wall.
