Flotsam // Jetsam
Two spells riding one card, aimed at opposite graveyards, and the split earns its slot precisely because the halves refuse to cooperate. Flotsam is the cheap end, a one-and-a-color instant that mills you three and leaves a Clue behind: a small self-fueling play for a deck that wants cards in its own yard and a spare card in reserve. Jetsam is the six-mana back half, a theft engine pointed outward. It mills each opponent three, then lets you cast one spell from each opponent's graveyard without paying for it, with an exile clause bolted on so nothing they lose finds its way home. The design's honesty is that neither half sets up the other. Flotsam feeds your own graveyard; Jetsam reaches into theirs. One does not seed the other, so this is a genuine either-or chosen at cast time rather than a delayed two-part payoff, and the three-color spread across the card is the toll for asking a single slot to be both a green-blue self-mill trinket and a blue-black graveyard raid. The mill-three appears on both faces doing two unrelated jobs: fuel on the cheap side, and on the expensive side a way to fill an opponent's yard so the raid has something worth stealing before it points at an empty pile.
