Fury
Free removal is the promise the Incarnation cycle makes, and this is the aggressive end of it: exile a red card, and four damage sprays across the board for no mana at all, splitting between creatures and planeswalkers however the situation demands. The evoke line converts a dead or redundant red card in hand into a two-for-one at no mana cost, freeing up a turn to develop or push through. Because evoke is a casting cost and not flash, that trade still happens on your own main phase, at sorcery speed: the aggressive deck spends a card rather than mana to clear the way before it commits or attacks. That reframes the whole thing as a burn spell paid for in cards, which is exactly the currency an aggressive deck has to spare when it has flooded out but still needs to remove blockers. The 3/3 double strike body is the reward for the patient line: hardcast it and the four damage still fires, but now you also keep a threat that trades up in combat and pressures planeswalkers. The design lives in the choice between those two modes, both live in the same slot, so the card papers over a wide range of awkward draws. It belongs to the pitch-cost interaction Wizards keeps testing and keeps having to watch closely: spend cards for speed rather than mana for value.








