Surging Might
Ripple 4 is what justifies the otherwise dull rate: a +2/+2 buff priced as a single Aura, designed to be cast in multiples for free. Reveal the four cards on top of your library, and any copies you find go down without paying their costs, stacking onto the same creature in a chain. The line on the body assumes you are buying one; the mechanic assumes you are buying four. That trade runs entirely on variance. The chain wants a deck thinned to almost nothing but the rippling spell and the creature wearing it, so every off-theme card becomes a dead reveal that buries a copy on the bottom and snaps the chain mid-cast. Aura-based pump has always carried a structural liability: a single removal spell answers both the enchantment and the body, a clean two-for-one. Ripple multiplies that exposure by inviting you to pile several Auras onto one target, turning a removal spell into a four-for-one. Strip the mechanic out and the remaining card is a marginal combat enchantment with no reason to exist; with it, the design dares you to assemble a glass cannon and bet that the cards above your draw cooperate. The card distills how Ripple reframes evaluation: you are never asked what one copy does, only what a deck full of nothing else does.
