Drake Haven
Cycling has a quiet problem as an engine: it spends a card to draw a card, smoothing your draws but never actually building a board. This is the payoff that fixes that, converting every cycle and every discard into a tax-and-token transaction. The discipline is the per trigger, which keeps the engine from spiraling for free: each Drake costs you the cycling fee plus one more, so the card asks you to chain discards across a turn rather than fire off one expensive trigger. What makes it more than a value engine is the breadth of what feeds it. It does not care why you discarded, only that you did, so it pairs with rummaging effects, hand-size attrition, madness enablers, and any card with a cycling cost stapled on, all of which suddenly leave a flying body behind. The clause also reads "cycle or discard," not "cycle," which is the deliberate seam: a deck full of cyclers wants this online early, but a deck that simply throws cards away on the way to something else collects the same dividend. The result is an enchantment that turns the most card-disadvantaged actions in the game (looting, rummaging, discarding to hand size) into a steady stream of evasive attackers, a structural answer to how a pure card-filtering shell ever closes a game.



