Count on Luck
Impulsive draw as a permanent instead of a one-shot: this is the card-advantage engine red keeps circling back to, dressed as a repeatable enchantment. The recurring problem with impulse effects is that they leak value, exiling cards you cannot use before the turn ends. Here the leak is structural and permanent: one card per upkeep, playable only that turn, with no way to bank it. That timing wrinkle shapes everything the enchantment wants around it. The trigger fires at the beginning of your upkeep, before your draw step, so you decide what to do with the exiled card while looking at your pre-draw hand and untapped mana; anything you cannot deploy by end of turn is simply gone. It rewards low curves that can actually cast whatever comes off the top, and it punishes clunky topdecks harder than a normal draw does, since an uncastable card is lost rather than held. That triple-red pip is the honest ceiling on the whole thing: a mono-red commitment for a mono-red payoff, an enchantment that turns a hellbent draw-go plan into a slow but relentless resource stream. What it offers is not raw card advantage so much as tempo-flavored velocity: you are not ahead on cards, you are ahead on the ones you can spend right now. Red has spent years asking whether it can have sustained card flow without a blue-style refill, and this is one answer, paid for in speed and in the cards it leaves behind.




