Dream Salvage
The conditional payoff is the entire build: this draws nothing on its own and a fistful only when one opponent's hand has just been raided. The key is that it counts cards a single target opponent discarded earlier this turn, which forces a precise sequencing. Fire it before those cards hit the bin and you draw zero; the play is to resolve a forced-discard effect first, then cash in the count it left behind. A wheel that strips an opponent or a Hymn-style two-card strip becomes your draw total directly, but only against the opponent you point this at: symmetrical effects that also empty your own hand earn you nothing for your own losses. That target-opponent clause is also the structural catch. The count resets every turn and reads exactly one player, so the ceiling is set entirely by what else you are doing on the same turn. Idle, it is a blank. Paired with a one-sided discard engine aimed at the right seat, it is bulk card advantage stapled to a punishment. The single hybrid pip is the cleverest part of the cost, paying out of either the discard color or the card-draw color, so it sits comfortably in shells that want to do both at once. The identity is that dependence: not a card you cast for value, but the second half of a two-card sentence that lies dead until you have written the first half.
