Impulsivity
The Elemental Incarnation cycle traded on a bargain: a large body that delivers value the moment it arrives, and here the value is front-loaded into an enters-the-battlefield trigger that casts an instant or sorcery already sitting in a graveyard for free, then exiles it if it would return. That exile clause is the restriction that pays for the free cast: it forbids the obvious flicker loop of relooping one spell, so each entry is a single dip into a stocked yard rather than a repeatable engine. The card asks you to fill the graveyard before it arrives, the same demand the other red incarnations made in their own idioms. Encore is where the two halves stop being separate. It does not merely swing the corpse for combat damage; it exiles the card from the graveyard to make an attacking token copy for each opponent, and every one of those copies is a fresh Impulsivity entering the battlefield. Each token fires the enters-the-battlefield trigger again, casting another free spell out of a yard, so a table of three opponents turns one recursion into three plus a haste-fueled alpha strike. The end-of-turn sacrifice caps the exchange, but the sequencing is the point: Encore converts a single graveyard raid into a multiplied burst, spending the incarnation itself to duplicate its own best trigger before the tokens die.

