Terror of Mount Velus
Double strike on a 5/5 flier is already a serviceable top-end threat, but the entrance trigger is the reason to read past seven mana: for one turn, everything you control hits twice. That distinction matters because it changes what a stalled ground army is worth. A team that would otherwise trade or chump suddenly deals combat damage twice in the same swing, converting a clogged board into a lethal alpha strike the moment the Dragon lands. It rewards a wide board the way an overrun effect does, but through a different channel: rather than pumping power or toughness, it doubles the damage output of creatures already on the table, which sidesteps toughness-based blocks in a way a flat buff cannot. The temporary boost is the real cost of the deal. The effect expires at cleanup, so it is a one-shot payoff you sequence the whole turn around, not a standing engine. What lingers is the body itself, which keeps its double strike: a 5/5 flier hitting for ten in the air, a legitimate clock even when the go-wide plan stalls out. The card is priced at the very top of the curve because the ceiling is the game ending on the swing it arrives, and it asks a board-committing deck to have the pieces ready to cash that swing in.



