Radical Idea
Cantrips have always been the cheapest unit of card advantage, and the design problem with them is that a one-shot draw spell vanishes the moment it resolves. Jump-start answers that by selling the same effect twice: pay the mana once, then pay it again later by pitching a card you would have discarded anyway. The result is a two-mana draw spell that effectively replaces itself across two turns without ever taking up a card slot beyond its own, because the graveyard cast converts a dead hand into a fresh draw. That makes it a quiet enabler for two unrelated jobs. As a fuel pump, it filters and refills while feeding cards into the bin for delve, flashback, escape, or anything that wants a stocked graveyard. As a spell-count payload, it counts as two casts toward prowess, magecraft, and storm-style triggers from a single physical card, since each cast is a separate spell on the stack. The cost of all this generosity is the exile clause: the second cast is the last one, so unlike a recurring loop it stops at two. That ceiling is what keeps the effect honest, turning a would-be infinite engine into a bounded value play. It is the most efficient member of its draw-spell archetype precisely because the cantrip is the purest thing to staple jump-start onto: no body, no rider, just a draw you get to buy a second time.


