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Don't Worry About It
Oracle Text
Enchant card in your hand (This Aura remains on the battlefield. If you play enchanted card or it otherwise leaves your hand, put this Aura into the graveyard.)
Enchanted card costs {1} less to cast.
When you cast enchanted card, copy it.
Card Details
Character Background
Don't Worry About It is a cheeky Simic enchantment that sits on the battlefield attached to a card in your hand, shaving {1} off its cost and creating a free copy when you cast it — mechanically it rewards a spells‑and‑value game plan, enabling combo turns and huge tempo swings by doubling critical spells. The card shines in decks that want repeatable, asymmetric impact: copy a key creature with an ETB trigger to double value (and synergize with Panharmonicon), copy a removal or ramp spell for extra tempo, or set up a two‑for‑one finisher in combo shells. Deckbuilding tips: load the deck with cheap, high-impact spells (low‑cost ETB creatures, one‑mana interaction, or sorcery ramp like Cultivate effects) and include protection—counterspells or hand‑protection effects—because discard and forced hand changes kill the Aura. Treat it as a combo/value enabler; build the rest of the deck to exploit the extra spell rather than rely on it being permanent insurance.
Generated using gpt-5-mini
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Character Background
Don't Worry About It is a cheeky Simic enchantment that sits on the battlefield attached to a card in your hand, shaving {1} off its cost and creating a free copy when you cast it — mechanically it rewards a spells‑and‑value game plan, enabling combo turns and huge tempo swings by doubling critical spells. The card shines in decks that want repeatable, asymmetric impact: copy a key creature with an ETB trigger to double value (and synergize with Panharmonicon), copy a removal or ramp spell for extra tempo, or set up a two‑for‑one finisher in combo shells. Deckbuilding tips: load the deck with cheap, high-impact spells (low‑cost ETB creatures, one‑mana interaction, or sorcery ramp like Cultivate effects) and include protection—counterspells or hand‑protection effects—because discard and forced hand changes kill the Aura. Treat it as a combo/value enabler; build the rest of the deck to exploit the extra spell rather than rely on it being permanent insurance.
Generated using gpt-5-mini · Updated at 2026-05-16 11:20:44 UTC
