Flow State
Impulse-adjacent card selection has always been priced around one question: how many cards does it let you keep, and what do you have to do to earn the extra? The baseline here is a strict Anticipate variant, three deep and one to hand, with the rest buried on the bottom. But the payoff clause rewards a graveyard that already holds both an instant and a sorcery, at which point the card doubles its own selection to two cards kept. That condition is doing the balancing work: it asks nothing when the graveyard is empty, so the floor is a slightly weaker cantrip, and it scales precisely with a deck that casts a mix of instants and sorceries rather than leaning on one type. The design keys off both card types together, the same fork that rewards a balanced spell suite, which nudges deckbuilding away from all-burn or all-counterspell toward the two-type split the card wants to see. Because the digging replaces itself twice under that condition, it functions as a mid-game refill rather than a one-time filter: you draw into two live cards while shipping the unwanted ones out of reach. The sorcery-speed restriction is the concession that keeps it from being a free instant-speed selection tool, so the timing lands on your own main phase as a setup card, not a reactive one played on an opponent's turn.
