Call of the Conclave
Two mana for six power and toughness on the battlefield is a rate that should not exist on a single spell, and the way this design buys it back is by handing you the body at sorcery speed, with no evasion, no upside text, no flexibility beyond a vanilla 3/3. It is the Selesnya beatdown thesis distilled to one line: a guild built around going wide and putting bodies on the board faster than they can be answered, here paying for raw stats by forgoing every other consideration. Compared to the standard rate, where a 3/3 for two carries a real drawback or a 2/2 is the going price, the cost is that you get nothing beyond the token: no evasion, no relevant creature type, no flexibility. The token rider matters too, because a created creature feeds the populate and convoke and sacrifice engines that the guild's archetypes lean on; the 3/3 is worth more dead or copied than its stat line suggests. What you get is an aggressive curve-filler with no late-game scaling and no resilience to a sweeper, which is precisely the bargain a go-wide deck wants to make on turn two. It does exactly one thing, and the discipline of doing only that thing is what lets the rate run so far ahead of the curve.






