Dangerous Wager
The catch nobody plans for is the empty grip. As a refill, this is among the cheapest red has: two mana, draw two, no net loss when you were already running on fumes. But the discard comes first and it is not optional, so the spell only breaks even when your hand is spent. Cast it with three cards left and you have paid two mana to swap three for two, a losing trade dressed up as card advantage. That sequencing is the whole gamble the name promises: the payoff is real only once the hand is already empty enough that discarding it costs nothing. Red's relationship to card advantage has always been transactional rather than accretive, leaning on this kind of refuel rather than the steady drip blue and black get for free, and Dangerous Wager fits that lineage by demanding you empty the tank before you fill it. Casting at instant speed is what redeems it, letting you hold the spell until the discard genuinely costs nothing: end of an opponent's turn with a dead hand, or in response to a discard-matters trigger you would rather control on your own terms. The effect reads as a downside until your own emptied hand turns it into a clean upgrade, and learning to recognize that moment is the entire skill the card asks for.
