Circle of Power
Three mostly-unrelated effects stapled into one sorcery, and the seam is the whole design conversation. The first clause is a straight Sign in Blood: two cards, two life, the black card-draw baseline that has looked the same for decades. The second and third clauses point somewhere else entirely: a 0/1 body that turns your noncreature spells into repeatable pings, plus a mono-color Wizards anthem with lifelink. Nothing about the draw cares about the token, and nothing about the token cares about the draw; the card deliberately assembles a tribal payoff and a resource engine in the same cast so that a Wizards deck gets a spell that both refuels and advances the board. The token is the part that rewards a build. Alone it does nothing, but in a shell already leaning on cheap noncreature spells it converts every cantrip and removal spell into two damage across a two-opponent table, while the anthem lets your existing Wizards close and offsets the life you just spent to draw. The tension between the halves is the price of the ambition: you pay life to draw, then you need both the noncreature density and the Wizard bodies online for the back half to matter. Cast it in the wrong deck and you have bought two cards for four mana and a body that never triggers.

