This will net you life and cause your opponents to lose life a potential game ender on its own, but even if it's not, it leaves you with a combo piece that could end the game a turn later
So heres a good measure to see if an enchantment is bad
Once it dies, you'll likely be drawing more than one card, more than replacing what you lost in terms of resources
Every game of Homelands Sealed takes 25 turns and an hour, so youre confident that youll draw it reliably
This is especially strong with cards like Double Vision , Chandra, Hopes Beacon , and Invoke Calamity , since copied spells and repeated spellcasting can quickly turn into a pile of Treasure
A 2/1 and a 1/1 flier is already a great deal for 2 mana, but those tokens are artifacts, which opens up many more synergistic paths, and you often get more than just that first thopter from Loyal Apprentice