Jund
Devour was the Jund mechanic in the shard's original appearance, so handing every black, red, or green creature spell devour 5 is the plane doing in miniature what an entire shard once did across a set: rewarding you for going wide and then cashing the board in for one enormous threat. Five times the sacrifices is an aggressive multiplier, steeper than most printed devour numbers, which turns a mediocre board into a haymaker the moment it resolves. The interesting part is who benefits: this is a shared trigger, so any player casting into those three colors gets the payoff, and in a table where creatures die and get remade constantly, the plane keeps feeding fresh bodies into the grinder. The chaos ability leans into the same logic by handing you two Goblin tokens, which are less a payoff than raw material: devour fodder that arrives free and asks to be eaten. Between the two abilities, the plane pushes toward a specific kind of turn, the one where a wide board collapses into a single counter-laden monster. It captures the shard's identity through mechanics rather than color restriction, since the trigger already gates itself to the right spells.


