Season of Weaving
Five points of value, no fixed distribution, and a menu whose most expensive item resets the board: this is a modal spell built to be solved at cast time rather than at deckbuilding. Five cards is the greedy line. A single copy plus three draws is the value line. But the reason it earns a slot is the three-point bounce, which returns every nonland, nontoken permanent (yours included) to its owner's hand. That is a symmetrical reset that plays one-sided in a deck built to be recast: enters-the-battlefield triggers you want to fire again, tokens that survive because the return exempts them, a board designed to come back around. Spend two points on the copy mode in the same casting and you can duplicate something worth keeping, then wipe the durable permanents off the table before anyone can rebuild. The lineage is the divide-a-resource modal spell, where the payment is a pool you allocate and the payoff is that one card can be a pseudo-Cyclonic Rift, a Divination, and a clone depending on what the board demands. The sorcery speed and the six mana are the counterweight to that flexibility: you commit on your own turn, at full price, with no ambush window and no way to hold it up as a trap. Assembling the modes is the deck's job; the card just hands you the budget.



