Reconnaissance Mission
Coastal Piracy set the template years earlier: an enchantment that turns each connecting attacker into a card, regardless of how much damage that creature deals. The trigger fires once per creature that gets through, not per point, which is the design's real center of gravity: a swarm of one-power evasive bodies mines exactly as much card advantage as a fatty punching through, so the payoff rewards board width and unblockability over raw size. What this version adds is an answer to the historical complaint about the whole draw-on-damage archetype: what do you do with it when the board stalls or your fliers die? Cycling is the release valve. When the aggressive plan sputters, the enchantment stops being a dead card and becomes a fresh one, an exit ramp that older go-wide payoffs never had. That single line changes how the card sits in a deck. You can commit to it as an engine and never regret drawing it when the game turns defensive, because the worst-case outcome is a two-mana cantrip rather than a durdle. The whole package leans on the same principle that made its predecessor work, then patches the flaw that kept those effects marginal: it converts connection into cards, and converts itself into a card when connection stops happening.







