Sram's Expertise
Three Servos hit the board, and then the sorcery lets you cast a spell with mana value three or less from your hand without paying its mana cost. That is the deal: the mana is waived, but the spell is still cast normally. It goes on the stack, it can be countered, its targeting and legality still apply. What you save is the cost, not the risk. This belongs to a mono-colored cycle of "Expertise" cards, one per color, each pairing a color-appropriate spell with a free follow-up capped at three mana. Here the color is white and the mode is wide, so the natural chaser is anything that converts three fresh 1/1s into pressure: an anthem, a planeswalker that wanted bodies in front of it, another token-maker to compound the count. The cap is the balancing lever: it keeps the enabler from ramping into a haymaker and instead rewards a deck stocked with cheap, board-relevant spells. The genuinely useful wrinkle is a timing one. Because the free spell is cast during Sram's Expertise's own resolution, at a moment when no player holds priority, you can deploy a creature or a sorcery there, spells you could never otherwise cast in the middle of resolving something. It does not grant those spells instant speed; it simply lets them slip through a window normal timing rules keep shut. Treat it as the top of a go-wide artifact curve where four mana buys well past three tokens.


