Power Pack
The four-color Jeskai-plus-green identity buys a body that already wears every relevant combat keyword, which is the point: the recursion engine is bolted to a creature the defender cannot easily block, cannot survive being hit by, and cannot stall long enough to matter. All four keywords are load-bearing. Flying and trample push the combat-damage trigger through a clogged board; haste means the damage lands the turn it arrives; vigilance keeps the 4/4 back on defense without switching off the attack. The trigger itself is the interesting friction: you do not choose the payoff you get back. Pulling a spell at random from your own bin means a deck stuffed with interchangeable cheap threats beats one built around a single silver bullet you are praying to hit. The delayed cast, on your next upkeep and for free, opens a deliberate gap: you connect, then commit to the recast a full turn later, and because that spell is exiled rather than returned, this is a one-way pipe out of the graveyard, not a loop. The whole plan rides on connecting in combat, and then asks you to build a spell base where anything it dredges up is worth casting for nothing. That randomness works as a deckbuilding tax rather than a drawback on the card, and it is what keeps a free-spell-on-hit creature from collapsing into something that simply wins on contact.

