Vance's Blasting Cannons // Spitfire Bastion
Card advantage has always been the aggressive deck's open problem: a shell built to empty its hand can't afford to bank resources, so any engine that refills it has to be paid for on tempo rather than turns. The payment here is the impulse model. You exile off the top each upkeep and have to cast it that turn or lose it, which rewards a deck already built to play fast and cheap, not one hoarding cards for later. The transform clause is the second piece of the bargain: three spells in a turn isn't a high bar for a low-curve, spells-matter deck, and clearing it flips a passive draw engine into a repeatable damage source that can finish a stalled board or point three at a face out of burn range. That double identity (enchantment that feeds tempo, land that closes) is the whole design, and it lines up with exactly the shells that struggle most to keep a hand stocked. The flip is permanent, so a real decision is baked into every game: a deck that transforms early trades its card-advantage engine for reach, and one that holds the front face keeps digging while waiting to cross the threshold. It asks you to know which half of the card you actually need, then commit to it, because you don't get to change your mind.


