Drown in Dreams
The pricing lives entirely in the scaling variable: at base rate, a blue X-spell that either refills your hand or shovels an opponent's library into the yard, unremarkable on either line. The move that matters is the conditional stapled to the top of the text. Most modal spells lock you into one mode at cast; this one lets the same mana buy both halves at once, but only if you have your commander in play rather than sitting in the command zone. That is a format-gate written into the card's grammar rather than an interaction the player stumbles onto: absent that commander, the "may choose both" clause never comes online and the spell collapses back to a plain either-or. When it does fire, the mill line stops being purely an opposing weapon. Drawing X while milling twice X in the same instant lets you point the mill at your own library, aligning with graveyard payoffs and self-mill engines rather than the disruptive mill it otherwise implies. It is a color-pie exercise in giving blue a card that means one thing in a duel and something else at a multiplayer table, with your controlling a commander itself as the switch. Instant speed keeps the package flexible: hold it as an end-step draw, bury a library in response to a search effect, or, when the commander is on the board, do both at once.





