Hatching Plans
The reward is buried in the clause most permanents spend their entire text trying to avoid: leaving the battlefield for the graveyard. Three cards is a genuine refill, but the enchantment has to die to deliver it, which turns a static permanent into a stored draw spell you detonate on your own schedule. Sacrifice it to an outlet, blow it up with your own enchantment removal, and the cards arrive when you want them rather than when an opponent forces the timing. The friction is getting it there: parked on the battlefield it does nothing, so a player who simply ignores it leaves you with a dead enchantment and no draw. That tension defines who wants it. Sacrifice-based decks treat it as fuel that pays them back, and an opponent's targeted enchantment removal hands over the three cards for free, which makes disenchanting it a trap rather than an answer. The design predates most of the sacrifice infrastructure that makes it sing, which is why it sat quiet until the supporting cast caught up to what it always offered: a deferred, controllable burst of cards whose only cost is the willingness to break your own permanent. It reads like a value engine waiting for a button; it plays as a draw three you have to earn by killing it yourself.

