Anvil of Bogardan
A symmetrical card-quality engine that hands every player the same upgrade and trusts the asymmetry to come from somewhere else. The draw-then-discard each draw step is the design's clever pivot: it is looting, not card advantage. A player with nothing worth keeping simply churns through irrelevant cards, ending each draw step with the same hand count they would have had anyway. But for a player who wants the discard, that same loot becomes a free graveyard-loading tool every turn (reanimation targets, flashback fodder, madness costs). The symmetrical text box turns one-sided the moment one side is built to abuse the bin while the other just rummages for nothing. The discard is mandatory and unconditional: it fires every draw step regardless of how full or how precious your hand is, which is the friction the design leans on. The no-maximum-hand-size clause does not soften that draw step trigger; it only removes the cleanup-step penalty, so you can hoard the cards you draw across turns without bleeding them to hand size. The symmetry is a fiction the deckbuilder is meant to break: this rewards being the only player at the table who actually wants their discards. Wizards has returned to the give-everyone-card-flow shape repeatedly, most visibly with the Howling Mine family that adds raw cards without the discard. The discard is what separates this one: selection and a graveyard feeder sharing two mana, and only the player with somewhere to put the bottom half of their loot gets an engine out of it.
