Ancient Excavation
The math runs opposite to most refill spells: instead of drawing a fixed number, the size of the draw scales with the hand you already hold, and you pay all of it back as discards. A full grip is where this turns on. Draw seven, discard seven, and you have churned through fourteen cards' worth of selection while routing the entire pile of discards into the graveyard in a single instant. That symmetrical payback is the point, not a tax: in shells built on reanimation, flashback, dredge, or madness, the cards leaving hand aren't lost, they're being placed exactly where the deck wants them, with the new draws backfilling the grip. The smaller your hand, the worse the rate gets (paying four mana to loot one or two cards is a bad trade), so the spell rewards casting it loaded rather than empty. Underneath sits the basic landcycling clause, an unrelated escape hatch: when you're short on lands or the draw math doesn't favor you, you discard the card itself to dig out a basic for two mana instead. One instant carrying two jobs that share no overlap, asking the pilot to recognize which board state each turn actually calls for rather than handing over a single flat effect.



