Beacon of Creation
The whole cycle of Beacons shares one structural conceit: instead of going to the graveyard after resolving, each shuffles itself back into the library, turning a high-impact effect into a well you draw from again and again rather than a single spend. This one ties its payload to Forests, so the swarm it creates scales directly with how green the deck is. The shuffle clause is what makes the card worth thinking about. Most token-makers are graded on one cast; this one asks to be measured across an entire game, because every future draw is another wave of Insects and another full board refill. The price for that recurrence is friction with timing and tempo. A four-mana sorcery that drops a clutch of 1/1s is a modest rate unless the Forest count is high, and the shuffle hands you no control over when the card cycles back, so you cannot bank on it as a closer or hold it for a precise window. It rewards decks already built to go wide: anthem effects, sacrifice engines, anything that converts a pile of small bodies into real pressure. As design, it sits among the early experiments in graveyard-proof, self-returning spells, a single physical card that behaves like a renewable resource instead of a finite one. The Insects matter less than the loop; the loop is the reason the spell keeps mattering long after a normal token-maker would be a spent shell in the bin.
