Scourge Devil
A team-wide pump that bills twice. The +1/+0 fires on entry, so it lands once when you cast the body for full price and again when you pull it back with unearth: two combat steps of anthem effect from one card, paid for in installments. That second trigger is what justifies the whole cost structure. Most go-wide red decks treat a Devil like this as a closer, holding it in hand or graveyard until the board is wide enough that a +1/+0 to everything pushes lethal. Unearth lets it do that from the yard at sorcery speed, gaining haste, throwing its own 3/3 into the swing, and exiling at end of turn before it can be answered at leisure. A five-mana body that wants to die and come back is overpriced as a creature and correctly priced as a recurring finisher. It belongs to the unearth Devils, which all share the same skeleton (cheap-to-recur bodies with a battlefield-entry payoff); this is the one built to convert a stalled aggressive board into a final alpha strike rather than to grind value. The mana to bring it back is modest enough that the unearth is rarely a real cost, which is exactly the intent: cast it, trade it away, then spend it a second time on the turn the +1/+0 finishes the game.




