Primal Prayers
The two energy on entry is a starter kit, not a budget. Because energy pools on the player rather than the permanent, this reads its counters from anywhere: pair it with any energy engine and the two free casts become an arbitrary number of them, turning a slow green enchantment into a repeatable free-cast machine that empties cheap creatures onto the board as fast as you can refill the pool. That is the axis the design opens. Green usually pays full retail for its bodies and casts them on its own turn; here is a green enchantment that both discounts small creatures to zero mana and unshackles their timing, which is unusual ground for the color. The flash grant is the quieter half of the effect and often the more valuable one, converting a sorcery-speed three-drop into an end-step ambush or a blocker dropped after attackers are declared. For a cheap creature, that timing swing outweighs the mana saved. The reward scales with what you point it at: free casts of vanilla bodies do little, but the same casts warp a game when the slots hold enter-the-battlefield triggers or creatures that want to arrive at instant speed. It asks for a shell of small creatures whose value lives in the trigger rather than the stat line, then hands them a flash window they were never printed with and, given an outside energy source, hands it to them again and again.



