Search the City
An extra turn locked behind a deckbuilding puzzle, which is a far stranger ask than the five mana suggests. The exile clause lifts the top five cards of your library and turns each name into a retrieval target, and the only way to empty that exile and trigger the payoff is to play another card matching each name before this thing dies of natural causes. The top five are not guaranteed distinct, so if a clutch of basics or several copies of one name gets exiled, you only need to replay that many matching cards, not five separate names, though you still need at least one copy left outside exile to start the chain. The reward for emptying the exile is an extra turn on a sacrifice trigger, but the path there demands a redundancy heavy library built around playing duplicates fast, the opposite of how most decks are constructed. That tension is the entire design: the more high impact and singular your spells, the worse the odds that you draw the matching copy in time. It rewards the cheapest, most repeatable cards you run (lands you can replay, one drops, anything fielded as a full playset and then some) precisely because those are the names you can reliably match. The result is an enchantment that reads like a build around combo engine but plays like a Johnny's bet against his own top deck: a high ceiling finisher that warps deck construction around card name redundancy and offers nothing if that redundancy fails to arrive on schedule.

