A-Visions of Phyrexia
The genius of this card is that it has no bad turns. Impulse-draw enchantments usually punish you for a dead flip: you exile two cards, one of them a land you can't afford to play, and the turn just evaporates. Here the failure state manufactures ramp instead. Miss on both cards, or hold back deliberately, and your end step hands you a Powerstone to fuel the artifacts the exile mode keeps feeding you. That coupling is the whole design. The two clauses are in tension by construction: playing a card from exile before your end step costs you the Powerstone, so every upkeep sets up a small decision between advancing the board now and stockpiling colorless mana for later. The Powerstone's restriction (its mana can't pay for nonartifact spells) keeps the ramp honest and steers the card toward the shell it was built for, one where artifacts are the payoff and the impulse-draw is just the delivery mechanism. What reads as a two-mode value engine is really one continuous machine that never idles: either it's pulling gas out of your library or it's building a mana rock, and the choice of which is yours to steer turn by turn. It sidesteps the classic red weakness (running out of cards) without ever handing red the thing red isn't supposed to have, which is card advantage it can bank.
