Season of the Bold
Modal spells almost always hand you a menu and cap you at one selection per line; this one hands you a pool of five points to spend and then quietly permits you to buy the same line as many times as those points allow. That single permission is what makes the card read like an allocation rather than a choice. The three lines are priced at one, two, and three points: a tapped Treasure for ramp, a two-card impulse dig you can hold and play through your following turn, and a recurring trigger that deals two damage to a creature on every spell you cast until your next turn ends. Spend all five on Treasures and you get a burst of five tapped rocks off one cast. Buy the dig twice and you exile the top four cards to play at your leisure. Or fund the three-point creature-removal engine and spend the remaining two on Treasure or cards, turning each subsequent spell into a two-point ping at the board. The escalating cost is what keeps the pool from folding into one dominant line: ramp is cheap enough to sprinkle in, the impulse dig sits in the middle, and the damage mode is expensive enough that committing to it swallows most of the budget. The real decisions live in the mixed splits, where a Treasure, two exiled cards, and a follow-up damage trigger all compete for the same handful of points, and you resolve that math the instant you cast it.



