Freyalise's Charm
Black hosers from this era usually stopped something: countered a spell, killed a creature, denied a resource. This one taxes instead. It never touches the opponent's black spell; it just charges you for the privilege of profiting from it, asking for double-green every time they cast something so you can draw off the trigger. That makes it a card-advantage engine pointed at exactly one color, the kind of named-color answer Wizards once leaned on when a deck's problem was supposed to be solved by a card built against it by name. The bounce ability is pure insurance: send the enchantment home in response to enchantment removal so they spend their answer on nothing, then recast it once the coast is clear. The shared on both abilities is where the balancing happens. When black spells are flying, that is precisely when you can least afford to pay for every draw and still keep mana open to protect the enchantment, so you end up rationing your own resources against their tempo. The design tradition it represents, hosers aimed at a single color by name, faded as the game shifted toward answers that work against everything. But it captures how Ice Age framed green against black: not a fight between creatures, but a slow bleed of resources, paid for in installments.
