Linessa, Zephyr Mage
Grandeur was an experiment in self-cannibalization: a mechanic that asked you to run multiple copies of a legend so you could pitch the extras for a powerful effect. The tension is obvious, since the legend rule means only one Linessa can hold the battlefield at a time, so every redundant copy is dead weight unless you have a way to spend it. The repeatable tap ability is the conservative half: a scaling bounce that prices itself to the target's mana value, slow but precise, the kind of soft lock a tempo-leaning blue deck builds around. The Grandeur ability is the payoff for committing to the gimmick, and it is the more punishing line, forcing a target player to peel back a creature, then an artifact, an enchantment, and a land in sequence: a full board partial-reset that resolves at the cost of a card you held specifically to feed it. What makes the design interesting is how it inverts the usual penalty of drawing duplicate legends. Most legendary creatures want exactly one copy in hand; Grandeur rewrites that math, turning the second and third Linessa from clogged draws into ammunition. It never found a real home, in part because the deckbuilding cost (devoting multiple slots to one four-mana body just to occasionally discard it) rarely justified the bounce, but as a piece of design it remains one of the cleaner attempts to make redundancy a resource rather than a liability.
