Conch Horn
A colorless filtering trinket built on a sacrifice clause: spend the artifact, draw two, then bury one card from your hand back on top. The net is card parity, not advantage. You pay one card (Conch Horn itself) to draw two and put one back, so the loop is dig-and-arrange rather than dig-and-profit. The design discipline here is that sacrifice cost: this is not a repeatable engine like the era's mana-tap rummagers, it is a one-shot piece of selection that prices its filtering against a permanent you have to give up. The card you put back on top is the tell. It rewards a player who already has something worth queuing for next turn (a setup piece, a known answer) rather than someone digging blind, because the line converts raw drawing into a controlled next draw step. That replacement also tightens the loop: you see two new cards, keep the more relevant one, and set the other up to arrive on schedule. As colorless smoothing from one of the game's earliest sets, it occupies the quiet slot reserved for shells that wanted to dig and sequence without bending toward a color, back when fixing your draws without a color commitment was a genuinely scarce thing to ask for.
