Jeska's Will
Both halves are individually fine, and together they rewrite what red is allowed to do. The first mode is a targeted ritual that scales with an opponent's hand size: point it at the player sitting on seven cards and you convert their card advantage into a burst of red mana. The second is a three-card dig in the shape of Light Up the Stage, exiled to play this turn. The structural interest lives in the commander clause: normally these are exclusive choices, but with your commander on the battlefield you take both, and the sequencing inside the single resolution matters. When it resolves, you first add the red mana from the ritual half, then look at the three exiled cards; that mana is not paying for the spell (you already paid three for it) but for the cards you just uncovered, and "you may play them this turn" means they come with no timing floor of their own. An instant or a card with flash off the top can go on the stack immediately; the restriction is only that the window closes at end of turn. That is the design's tension: the mana it generates and the cards it reveals are both spendable right now, which makes the whole thing a launchpad for a storm turn or a big-mana payoff rather than a value spell you bank for later. Red does not usually get to draw and ramp on one card, and the format that reliably hands you a commander is exactly the one where the both-modes restriction stops being a restriction at all.








