Rite of Harmony
Being an instant is the whole design premise. Most payoffs that draw when creatures enter, from Beast Whisperer to Guardian Project, cost you a full turn to deploy before they see a single trigger: cast on your main phase, then hope the board survives to your next one. This card asks for none of that patience. Cast it in response to a token-making spell or ability, or before untapping a convoke or populate line, and every creature or enchantment that enters afterward on that turn refills your hand. The window matters: it has to be on the stack before the flood resolves, so the trick is holding it up for the exact turn the board breaks open rather than the turn you commit. Narrowing the trigger to those two permanent types is a deliberate cost: it wants a green-white shell that vomits bodies and auras onto the table in one explosive turn, not a free draw off fetchlands and mana rocks. The flashback is the second half of the puzzle. Instead of a one-shot windfall, the card becomes a resource spent twice, once cheap and once expensive, letting a deck that empties its hand find a whole new one two turns later. The design tension it resolves is that a draw-on-cheap-permanents effect wants to be built around, but building around it usually means committing the board first and drawing the payoff dead. Making it an instant with a graveyard encore lets it wait for the right turn, then be there again for the next one.





