Expedited Inheritance
Damage as a resource is the trick here, and it cuts both ways. Most cards that reward you for dealing damage read the event narrowly (your creature, your opponent's face, a specific source), but this one triggers on any creature taking any amount, from anyone, and hands the impulse-draw to that creature's controller. The design consequence is that the card is symmetrical in a way most red enchantments are not: burn a rival's blocker and you have fed them cards; let your own attacker connect through a chump and you are the one exiling off the top. That converts every combat step and every damage-based removal spell into a small library-mining engine, scaled to the size of the hit rather than a flat number. The impulse window (play until the end of your next turn) keeps it from stockpiling: cards left unspent evaporate, so the reward is tied to tempo, not accumulation. What it wants, structurally, is a deck built to deal damage in bulk and cash it immediately, and it is happiest when the damage is going the direction you control. Point it at a creature you don't mind trading with, or a big attacker of your own, and the symmetry stops being a liability and starts being a spigot.



