Palace Siege
The lopsided split is what gives this enchantment its teeth. Khans makes it a recursion engine, returning a creature card from the yard to your hand at the beginning of each of your upkeeps: slow, grindy, the mode for a long game where you have bodies worth hauling back. Dragons makes it a clock and a stabilizer at once, draining two and gaining two on that same upkeep trigger, the mode that grinds out races and outlasts burn. You read the game at the instant it resolves and commit, because the pick is locked the moment it enters. That permanence is what keeps a five-mana enchantment honest: no hedging later, and a Khans choice over an empty graveyard or a Dragons choice when the drain is too slow to matter is a genuine misread rather than a soft landing. It belongs with the black value enchantments that ask for patience and a board to feed off instead of immediate impact, the sort of upkeep engine that produces nothing on arrival and a great deal three turns on. Because both triggers fire only on your own upkeep, the payoff is always one full turn cycle away, never a sudden swing. The two halves rarely both look attractive in the same game, which is exactly the intent: the design wants the choice to carry weight, and it usually does.


