Swarm Intelligence
Most spell-copying effects are sold by the instance: a single copy stapled to a spell, a one-shot rider that resolves and vanishes. This puts the copy on a permanent instead, converting the doubler into a standing rule of the table rather than a card you spend once and discard. Every instant or sorcery you cast while it sits on the battlefield gets the option to fork, with new targets available on the copy. The seven-mana price is the wall it has to climb: by the time the enchantment lands, the cards that benefit most (a hard counter doubled into two counters, a removal spell hitting two creatures, a draw spell read twice) are the cheap interaction you want to already be holding, not the payload you have left after a turn this expensive. That tension defines what it is built for. It is not a tempo card and never pretended to be; it is the durable backbone of a slow spell-heavy build that squeezes a second resolution out of each cast across many turns, the enchantment equivalent of the wizards and instant-speed copiers that do the same job one spell at a time. The "may copy" wording carries more than it looks: every copy is optional, so it never forces you to redirect a spell you wanted to resolve exactly once, and it never fights its own engine.



