People should be playing this already, and so I think gains are unlikely
Alongside Underworld Breach, Invoke Calamity gives red Spellslinger decks a great deal of redundancy when trying to pull off those multi-spell turns
While you can always reinforce your forces by making tokens or get a little card advantage with each attack, the most powerful of them is the final ability to deal damage
$0.69 Deadly Embrace (Starter Kit) Final Fantasy $1.29 Ultimecia, Temporal Threat (Starter Kit) Final Fantasy $4.99 Rosa, Resolute White Mage (Starter Kit) Final Fantasy $0.49 Raubahn, Bull of Ala Mhigo Final Fantasy $0.69 Firion, Wild Rose Warrior Final Fantasy $1.79 Beatrix, Loyal General (Starter Kit) Final Fantasy $0.69 Magitek Scythe (Starter Kit) Final Fantasy $1.29 Seymour Flux (Starter Kit) Final Fantasy $12.99 Lightning, Army of One Final Fantasy $0.35 Freya Crescent Final Fantasy $0.79 Serah Farron Final Fantasy $0.49 Xande, Dark Mage (Starter Kit) Final Fantasy 0 results found
You don't have to pay the mana cost if a spell or ability lets you put Glade of the Pump Spells onto the battlefield, such as with the activated ability of Elvish Reclaimer
You aren't allowed to speak while pantomiming, but you can explain to the outside person what's going to happen before you begin as long as you don't try to give them hints about which creature to pick