Virtue of Courage // Embereth Blaze
The enchantment half turns a category of damage red rarely converts into anything besides tempo into raw card advantage: every point of noncombat damage a source you control lands on an opponent becomes a card exiled off the top, playable through end of turn. That damage-scaling trigger is the design's real engine. A single burn spell to the face nets a couple of cards; a wide swing of pingers, a big X-burn finisher, or a repeatable ping outlet turns the trigger into a spilling-over draw step that funds the next attack. The window matters as much as the count: those exiled cards must be played this turn, so the enchantment rewards a hand already primed to dump mana, not a slow grind where the cards rot in exile.
Before the enchantment ever resolves, the Adventure side does the color's most ordinary job (two damage anywhere) and then tucks itself away, so early copies still have somewhere to go while the board develops. That front-loaded flexibility is what pays for the five-mana enchantment: you cash the instant when you need reach or a small creature gone, then return to the value engine once the board can support it. The whole design leans on red's long-running identity as the color that plays off the top of its library, converting the impulse-draw impulse into a repeatable payoff that fires every time you point damage at a face.



