Estrid's Invocation
Where most clone effects have to point at creatures, this one narrows itself to enchantments and then hands back the piece that usually costs a copy dearly: the option to become something else next turn. Copies of enchantments have always been the awkward corner of the copy-a-permanent design space, and this leans all the way into it. Point it at a Sanctum of All, a Doubling Season, a rewarding aura, or an enchantment that pulled off a strong enters-the-battlefield event, and the upkeep exile-and-return clause lets you re-run that entry, but only on that fixed timing: the choice comes up at the beginning of your upkeep and nowhere else. That is the real engine, and its constraint at once: not the static copy, but a once-per-turn blink that lets you re-aim at whatever the strongest enchantment on your side has become, so the same three-mana enchantment can be a different enchantment week to week as the board shifts. The exile-and-return line reads like a survival rider (reset if the copied permanent dies, refresh a spent trigger), but because it is a triggered ability locked to your upkeep rather than an instant-speed activation, it cannot save the card from a removal spell aimed at it on someone else's turn: it is an aim-again dial, not a dodge. The cost of all that is that it does nothing until there is something worth copying, which quietly writes its own deckbuilding brief: a payoff that demands a critical mass of enchantments to point at, not a standalone card.


