Storm of Saruman
The spell-copy engine had lived on bodies and one-shots before this: creatures that copied the next cast, rituals that doubled a single spell. Turning it into a static enchantment changes the arithmetic. There is no combat step to survive, no summoning sickness, no tap requirement; once it resolves, every turn where you get two casts in hands you a free copy. The trigger is the part worth sitting with. It keys off the second spell of the turn, not the first, which imposes a deckbuilding tax you pay in sequencing: the opener is bait, the follow-up is the payoff, and a hand that can only muster one cast per turn gets nothing. That ordering discipline is what keeps a permanent doubler from being purely oppressive. The "except the copy isn't legendary" clause is a genuine design unlock rather than flavor text, since it lets you photocopy your own legendary bombs and dodge the legend rule on the resulting token. Ward is the concession the color gets for building an engine at instant-avoidance: blue rarely wants to trade with the removal aimed at its enchantments, so the tax buys the piece a turn to matter. What lands is a doubler that asks for patience instead of a combo trigger, rewarding a build that chains two spells across a turn rather than one leaning on a fragile creature to carry the copy.





