Roiling Dragonstorm
Two mana to draw two and discard one is an honest filtering rate, but the loot is the setup rather than the payoff. The return clause rewrites the math: whenever a Dragon you control enters, the enchantment bounces to your hand, and each recast fires the enter trigger again. A build stocked with cheap Dragons rebuys the draw-two-discard-one every time it deploys another flyer, paying two mana per cycle as long as the chain of Dragons holds. The design puts the tension in the manabase and the curve instead of in a downside clause: no life payment, no counter to track, no sacrifice. The cost is simply that the engine turns only as fast as you can land Dragons under your control and find the two mana to recast, which makes it a filtering piece bolted to a tribal shell rather than a generically good cantrip. The discard half is quieter but load-bearing: because you draw before you discard, each loop feeds the graveyard, letting you bin the cards you would rather reanimate or reuse than hardcast. This is a self-recurring value enchantment whose ceiling is set by how many Dragons a build can chain into play and whose floor is a clean two-mana loot when the chain stalls. It belongs to a lineage of recursion pieces that reward repetition over raw card advantage, grinding incremental value out of a shell that keeps redeploying the same trigger.


