Distorted Curiosity
Divination has been the reference point for three-mana draw-two for years, deliberately overcosted so pure card advantage never came cheap. The trick here is a conditional discount that folds a whole subtheme into the price: meet the poison threshold and the same two cards cost a single blue, matching the rate of the game's most efficient draw spells. That reframes the card entirely. It is not a payoff that wins on its own; it is the refuel that keeps a proliferate-and-poison plan from stalling out, converting the incidental counters you were already accruing into a discount on gas. The design tension is that the discount only fires once the opponent is well down the poison clock, which is exactly when a draw-two matters least in a race and most in a grind. So the card asks you to build around a mechanic that already wants to build around itself: the poison counters are both the win condition and the toll paid to keep drawing toward them. Absent that shell, it is simply a Divination that never gets worse, which is why it lives and dies with the archetype rather than the color. The corrupted mechanic hangs a discount off an opponent's misery, and this is the cleanest expression of that idea in the draw slot: the reward unlocks once they are three poison counters closer to dead.
