United Battlefront
White rarely gets to cheat permanents into play from the top of the deck; that job has historically belonged to green's ramp and blue's tutoring. This narrows the payoff to a very specific shape: noncreature, nonland permanents costing three or less, meaning enchantments, artifacts, and the occasional cheap planeswalker. The dig of seven combined with two hits makes it a consistent enabler for enchantment- or artifact-matters shells that want a critical density of small permanents on the board fast, not a raw card-advantage engine (everything you do not take goes to the bottom, so there is no residual selection). The design tension is between the width of the dig and the narrowness of what qualifies: seven cards is deep, but if your list runs creatures and expensive bombs, plenty of whiffs are baked in. It rewards decks built around a tight curve of qualifying permanents, where landing two three-drops for four mana is genuine tempo. What it is really doing is giving white a proactive way to assemble a permanent-based board state in one action, the kind of parallel-development effect white usually only gets through tokens. The randomization of the bottomed cards is the quiet cost: no future ordering, no setup for a later draw, just the two things you found and nothing to show for the rest.



