Skoa, Embermage
Grandeur was one of the stranger keyword costs ever built: to pay it, you discard another copy of the same legendary card, a mechanic in open revolt against the singleton instinct the legend rule usually enforces. Most of the original cycle spun that friction into a slow value grind. This one turns it into burn. The enters-the-battlefield trigger throws four damage at any target, backed by a 4/4 that outsizes most of what it wants to trade with; the grandeur ability then repeats that four-damage burst, paid for by pitching a redundant copy and cracking two Mountains. That second copy is the whole tension of the design, and it is also the hard ceiling. Grandeur can only be fed by another card literally named Skoa, Embermage, so a deck can activate it a handful of times at most before the fuel runs dry: the ability is repeatable only as far as your duplicate count allows, never a true loop. Drawing two legendary six-drops is normally dead weight, but here the extra one converts directly into a second removal spell or four more to the face, with the Mountains as a tax on top. It is a rare case where the legend rule and a build-around draw from the same well, the deckbuilding constraint (run more than one) becoming the activation cost itself. Where the older grandeur cards asked you to accrue incremental advantage from duplicates, this one asks a blunter question: is a Goblin Wizard, a spare copy, and two lands worth four more damage wherever it needs to land?

