Deadly Dispute
Sacrifice something, draw two, get a Treasure back. Read the pieces separately and it looks like a fair rate; read them together and the second card plus the Treasure nearly refund the mana you spent, so the real price of two cards collapses to something you were done using anyway. That is why this landed at the heart of aristocrats and sacrifice shells instead of generic card-draw decks: the fodder it demands (a token whose value has already been wrung out, a spent artifact, a body that has finished its combat) is exactly what those decks manufacture on purpose. The additional-cost clause is deliberately narrow, taking only those two permanent types, so it rewards decks already churning out that fodder while offering a deck with merely spare permanents no discount at all. Earlier "pitch something, draw cards" designs like Costly Plunder and Village Rites did the drawing without the refund; the Treasure is the entire difference, turning a resource-negative spell into something close to mana-neutral over a turn while feeding artifact counts and death triggers the deck already leans on. Casting it at instant speed adds the last wrinkle: hold it until an opponent points removal at a creature, and you bank the two cards while the creature dies anyway, extracting a third use from a permanent already headed to the graveyard. It presents as a value card and behaves like connective tissue.

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