Desperate Research
A tutor that only finds cards you already chose to run in multiples, and one that punishes you for everything else it touches. You name something before you dig, then pull every copy of that name from the top seven into hand and exile the rest, so the payout scales with redundancy: name a one-of and you are paying two mana to potentially exile six useful cards while finding nothing, name a card you run as a full set and the top seven might hand you one, or on a good day two, at once. A real ceiling, a brutal floor, and no information until the cards are face-up: that trade-off tilts the design toward decks built around a single key effect with backups, where seeing any copy is the win. The exile clause is what stings most. This is not a Brainstorm-style smoothing tool that buries chaff to draw later; it permanently removes the rest of the seven from the game, which guts graveyard recursion and any plan that wanted those cards back. As a black draw spell it lives in a strange niche, less a card-advantage engine than a focused excavation aimed at a single name, and it lives or dies on how willing a deckbuilder is to commit to redundancy in exchange for finding the one card that matters in a single cast.
