Season of the Burrow
Five points, three menu items, and a sequencing puzzle where every choice cannibalizes another: a rabbit is half a soft exile you skipped, an exile is two rabbits you left on the table. The card sells three effects at rising prices (a 1/1 Rabbit for one point, a soft exile for two, a capped reanimation for three) and lets you buy any combination up to the budget, including buying the same option repeatedly. Flood the board with five tokens, split into two removal spells with a rabbit riding along, or spend three points bringing a single permanent back and mop up the remaining two with a soft exile; the shape of your turn is decided at cast. The exile mode is the one worth reading twice: it hits any nonland permanent, not just creatures, and it exiles rather than destroys, so indestructibility and death triggers offer no protection. The card its controller draws is the toll on that clean answer, handing the opponent a resource in exchange for a permanent no counter can save. The reanimation mode caps at mana value three, walling it off from marquee reanimator targets and pointing it at value creatures and cheap utility permanents instead; the indestructible counter it grants is a durability bump that survives most sweepers. The "choose one or more" family long ago learned to let you repeat the cheapest mode, but pricing the choices against a shared point pool changes the decision: you are not picking modes, you are rationing.



