Wildsear, Scouring Maw
Cascade has almost always lived on the spells themselves, stapled to a single card as a one-time bonus. Here it is granted as a static rule that reshapes an entire permanent type: every enchantment you cast from hand digs until it hits a cheaper nonland card and casts that for free. The reframing matters because enchantments are the permanent type that most reliably resolves and stays resolved, so the value from each cascade trigger tends to stick rather than eat a removal spell in response. The tension the design manages is cascade's floor: because the ability skips lands and stops only on the first nonland card that costs strictly less, a top-heavy shell risks casting the trigger's guaranteed hit into your best creatures or artifacts rather than another enchantment. Building around this means caring less about any single enchantment and more about a curve of them, since stacking cheap ones ensures each expensive cast pulls a second enchantment along, turning every spell into two-for-one pressure. The 6/6 trample body is the closer bolted onto the engine: the card grinds while it sits and swings while it survives, so a stalled board still turns lethal once the free casts pile up. Green-red enchantment is a thin band historically, more constellation-adjacent than a built-out archetype, which is what makes the ability read as a deliberate invitation to a deck that did not previously exist rather than a payoff for one that did.

