Song of Creation
The discard clause is the whole engine, and reading it as a downside gets the card backwards. Draw two on every spell cast, replay lands to keep the chain going, then empty your hand at end of turn: the design tells you exactly how to build. You are not meant to survive with cards in hand; you are meant to spend the hand entirely on your own turn, converting every draw into another cast into another draw until the deck runs out of gas or the game runs out of you. It is a Storm engine wearing green ramp clothing, and the additional-land clause confirms the intent: this wants to churn permanents, not hold up interaction. The enchantment does not care about card advantage in the abstract; it cares about velocity within a single window. A hand held is a hand discarded, so it punishes hesitation as hard as it rewards commitment. The end-step wipe is the pressure valve that keeps the two-cards-per-spell rate from being an outright break: you get to bank nothing, so the payoff has to happen now, on the turn the engine is online, or it evaporates. That combination (explosive intra-turn draw, land acceleration, forced emptying) makes it a combo piece first and a value engine only by accident, a card built for decks that intend to win the turn they untap with it in play.





