My Wings Enfold All
Two modes, but the copy clause is where the flip earns its keep: for a single turn, every instant and sorcery you cast comes back with a copy, and you may retarget the copy freely. That retargeting is the reach. A copied removal spell doesn't have to double down on one opponent; it can jump to a second, so one flip spreads across the whole table rather than concentrating on a single foe. The copy and draw options chase the same fantasy at different volumes. Pair the doubler with a turn stacked full of burn and card advantage and it becomes a genuine haymaker; on a turn where your hand is dead, you take the two cards and reload instead. That fallback keeps the design honest, since the copy option is only worth choosing when you already have spells worth copying. What separates schemes from ordinary cards is that they cannot be tutored, tuned, or built around; they arrive by the shuffle, which forces each one to justify itself in isolation. This one clears that bar by being a flip you want to hit rather than a step to advance past, a payoff turn rather than a setup turn, the kind of swing that gives the one-against-many structure real teeth.
