Harness Infinity
The seven-mana price buys nothing you can hold: this is a total swap, everything in hand for everything in the yard, no filtering, no choosing which half of each pile you keep. That symmetry is the whole design problem, and it explains why the card is built the way it is. A graveyard reanimation spell picks a target; a draw spell adds cards to what you already have. This does neither. It demands you empty your hand first, dump it into a graveyard by whatever means, then flip the two zones so the discarded cards return in bulk while your current grip goes to the bin. The heavy triple-black, triple-green pip requirement fences it to decks committed to both colors, and the exile clause on resolution stops the loop from repeating: you get one exchange, so the setup has to be worth a single conversion. What makes it fascinating is how much preparation it front-loads. The correct sequence is to discard your best cards on purpose, treating the graveyard as a staging zone rather than a loss, then cash the whole stack back at once. It rewards decks that fill a yard fast and want to reload from empty, and it punishes the reflex to protect your hand. Few cards invert the usual value of a full grip this completely; here, an empty hand and a stacked graveyard is the winning board state, not the losing one.




