Sorcerer Class
The Class frame turns a spellslinger payoff into an incremental build-out, and the sequencing here is the whole design's spine. The base level pays for itself by looting: two cards deep, two cards down, which fills a graveyard while smoothing toward the instants and sorceries the rest of the card wants. Level 2 is the connective tissue everyone skips past too quickly. Turning your creatures into mana rocks that only fund spells or further leveling is a deliberately walled ramp: it does not accelerate a curve or enable a combo outside its own lane, it just makes the third level reachable a turn sooner and keeps the spell count climbing. Then Level 3 arrives as the reward: each instant or sorcery you cast deals damage to each opponent equal to the running spell count that turn, so a chain of cheap spells scales quadratically rather than linearly, the fourth cantrip hurting far more than the first. The gating is what enforces the tempo tax. Because levels are gained at sorcery speed, the whole engine cannot come online mid-combat or during an opponent's end step; you commit to it across turns, and each level is a discrete cost you pay up front before the payoff exists. It is the rare payoff that asks you to route your entire early game through it, and the turn-by-turn climb is the clock that holds the top end in check.



