Yuna, Hope of Spira
Green-white enchantment recursion has always run into the same wall: most enchantments-matter engines are static value pieces, and the removal that answers them is cheaper than the loop that recurs them. The end-step recursion clause here sidesteps that friction by returning an enchantment for free, once per turn, with no cost for an opponent to escalate against. What pays for that generosity is the finality counter: each enchantment you bring back is a single-life proposition, so it exiles rather than folding into a chain when it dies. That constraint pulls the deck toward a graveyard stocked with different enchantments worth cycling through rather than one bomb worth looping forever. The anthem half is the other lever, and the timing is the tell: trample, lifelink, and ward apply only during your turn, from your untap through your end step, then wink out the moment you pass. That split matters. On your turn your enchantment creatures swing through blockers with lifegain attached and sit behind a tax that makes them awkward to remove; on the opponent's turn the ward is gone, and their removal window opens exactly when yours has closed. It is an offense-weighted grant dressed on a 3/5 body that reads defensive and plays forward, pointing at a go-wide enchantment-creature build that keeps rebuying its pieces rather than a control shell that hides behind them.





