Case of the Uneaten Feast
The Case mechanic wraps three abilities into one enchantment: a passive on the way up, a condition to clear, and a payoff you unlock once. This one gives white a graveyard door it almost never gets. The lifegain trigger does double duty, incrementing toward the five-life solve threshold while also being the thing you were doing anyway if your deck floods the board with small creatures. Clear the condition and the sacrifice ability flings that same graveyard back at the game: for one turn, every creature card in the yard becomes castable from there, a mass recursion effect white typically has to earn through single-target reanimation or bounce-and-recast loops. The design tension is that solving and cashing in pull in opposite directions. You want a wide creature deck to hit five life a turn, but the payoff rewards a full graveyard, and the two board states rarely coexist without some attrition in between. That gap is where the card lives: it asks you to have already lost creatures, then hands you a window to get them all back at once. The one-turn limit keeps it from being a permanent engine; it is a burst, a single detonation you time around a board wipe or a clogged yard, not a value faucet you leave running.


