Double Down
A copy engine keyed to a criminal underworld rather than a spell type: instead of doubling the next instant or sorcery, this repeats every outlaw spell you cast, meaning any assassin, mercenary, pirate, rogue, or warlock. Spell-copy engines usually gate themselves on cost (you pay again per copy) or on card type (Pyromancer's Goggles wants a red instant); this one costs nothing to trigger and repeats freely, but only pays out on those five creature groups. That is a steep deckbuilding tax, not because a non-outlaw spell breaks anything (the enchantment stays live and simply doesn't see spells outside the theme), but because a deck that isn't built almost entirely from those tribes leaves the engine idling most turns. Since most creatures in those groups are permanents, the copies arrive as tokens. The limit worth internalizing is what the copy catches and what it misses: a copied spell is created directly, not actually cast, so it never re-fires any of the original's cast-triggered abilities, only whatever enters-the-battlefield effect the token brings once it lands. An outlaw with a strong ETB doubles both its body and that payoff for a single enchantment slot, while an outlaw whose value hangs off a cast trigger gets only the extra body. The design treats a keyword-defined creature group as a coherent archetype: dead weight until the deck commits wholesale, an engine once it does, and never a card you splash for incidental value.




