Sylvan Echoes
Clash was a tug-of-war over the top card of each library that resolved through a single comparison: high mana value takes it, with no investment beyond whatever card carried the clash trigger. Most of those payoffs were stapled to creatures or spells as a small upside, a coin-flip you happened to be holding. This enchantment inverts the relationship: at one mana it does nothing on its own, existing only to convert clash wins into cards. The tension is structural. Clash by itself is a wash; it reorders the top of your deck but never nets you anything. Anchor this to the same library and every winning clash becomes a real draw, turning a peripheral mechanic into a repeatable advantage source. That demands a critical mass of clash effects to feed it and rewards exactly nothing else: strip the clash triggers out and you have a blank green permanent. It is a payoff card that outlived its enabler pool, a mechanic-specific engine tethered to a mechanic that never came back, frozen at the rate it shipped with and waiting on a printing run that ended.
