Double Vision
Where its one-shot predecessors sat in an instant's mana cost and asked you to hold up the copy for the exact spell you wanted doubled, this one commits to the enchantment slot and earns its value across every turn instead of once. The trade is legibility versus permanence: a spell like Reverberate answers the specific thing you point it at, while a standing enchantment doubles your first instant or sorcery for as long as it survives, whatever that spell happens to be. The "first spell each turn" clause is what pays for that permanence. It caps the engine at one copy per turn no matter how many spells you chain, so the card wants a deck that leads each turn with its heaviest hitter rather than one that floods the stack. The optional new-targets clause is where the strategic axis actually lives: a burn spell copies onto a second face, a tutor fetches twice, a removal spell splits across two threats, and a game-ending sorcery simply resolves twice in a row. This is a card you construct a deck around by nature, doing nothing the moment it resolves and nothing with an empty hand, but devastating the instant you cast anything worth cloning. The five-mana price and the do-nothing entry buy you a repeatable spell-doubler on the battlefield rather than a single-use copy in your hand.





