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The design problem here is that enchantment payoffs usually sit still and wait for their triggers, which makes them terrible topdecks and easy to play around. Flash rewrites that. Holding this up means the enchantment engine you deploy on the opponent's end step (or in response to their play) starts drawing cards the moment your own enchantments land, and the 2/3 body doubles as a blocker or a combat trick left open through their attack step. The Eerie trigger is broad in what it counts, but it stays on your side of the table: it fires when an enchantment you control enters, and again when you fully unlock a Room, so a build that leans on Rooms gets card draw woven into the same permanents it was already unlocking for effect. The card becomes an engine rather than a narrow build-around by feeding off two overlapping streams: the enchantments you cast for their own value and the Rooms you were unlocking anyway. The body is what caps it. A 2/3 does not pressure anyone, and the trigger draws only one card per event, so the ceiling is decided by how many enchantment entrances a deck can chain, not by any single explosive turn. This is card advantage priced as a flash creature, built for a shell where enchantments are the plan rather than the garnish.




