Keldon Flamesage
Impulse-draw stapled to an attack trigger is a familiar red engine by now; the wrinkle here is that both the depth of the dig and the ceiling on what it can steal scale off one number: this creature's power at the moment it swings. Left alone at a 2/3, the attack reads two cards deep and can only exile an instant or sorcery costing two or less. Enlist is the lever, and it works backwards from how the card first scans: you tap a single untapped nonattacking creature to add its power to the attacker for the turn, so your bench lends muscle to the swing rather than your attackers pooling together. That borrowed power does double duty, connecting for the higher damage in combat while widening the trigger on both axes, since both the dig depth and the mana-value cap on what you can exile track the attacker's total power, base two plus whatever the enlisted body contributes. The design tension sits in that single-creature limit: one idle body sets the ceiling, so the deck wants the lent power to be as large as the board can spare from a single blocker or attacker, then converts the whole package into damage plus an impulse-cast off the top. It rewards a shell stacked with cheap-to-mid instants and sorceries, because the exile clause fires only on those types and only up to the attacker's power that turn. Enlisted behind a heavy hitter, each swing becomes a scaling free spell that costs you nothing off the board.




