Ravenous Trap
Free interaction, rationed behind the opponent's own behavior: that is the wager this instant makes. The condition keys off graveyard volume, asking only that three cards reach an opponent's graveyard in a single turn before the mana cost collapses to zero. Against a deck that mills, dredges, reanimates, or cycles through its library, that threshold clears almost incidentally, and what you are holding becomes a free, instant-speed graveyard exile that ambushes a reanimation plan mid-assembly. Against a deck doing none of those things, the condition is never met and you are left with a four-mana exile effect that rarely justifies the slot. That split is deliberate: inert against half the field, backbreaking against the other half, an answer that demands the opponent load the gun before it will fire. The instant-speed window is where the teeth are. Held up with no mana committed, it punishes the opponent on their own turn, exiling the graveyard after they have unloaded cards into it but before they can cash any of it in. It belongs to a reactive design lineage where the free spell was earned through an opponent's actions rather than a fixed restriction, and it rewards reading the table: tempo-positive, mana-free interaction that lands at the precise moment the opponent assumed their graveyard was a resource and not a liability.


