Keldon Champion
Echo was an early-era bargain: pay the cost once now and pay it a second time later, or sacrifice the creature, and in exchange the body comes in priced below what its eventual total cost would buy. What that bargain purchases here has nothing to do with the body. The 3/2 with haste is a delivery vehicle; the payload is three damage to a player or planeswalker the instant it lands, and that damage is yours whether you ever satisfy the echo or not. Because haste lets it attack and the enters-the-battlefield trigger resolves on the turn it arrives, up to six points (three from the trigger, three from an unblocked swing) can land in a single attack step. You drop it, you connect, and then you let it die before the echo ever comes due, having already extracted the part that mattered. Treated that way it is a sorcery with a body stapled on, a six-damage burst for an investment you can decline to repeat. Keeping the creature alive is the corner case, reserved for the games where you actually want a hasty attacker to stick around, and the design quietly assumes you usually will not. It is one of the cleanest illustrations of echo as a drawback the card is built to ignore rather than satisfy: a rate trick where the downside is a feature you opt out of.




