Forgotten Creation
A Wheel of Fortune motor you can fire every upkeep, with the catch built into the math: it draws exactly as many cards as you discard, so emptying a one-card hand nets you one card and changes nothing about your count. This is filtering, not advantage. The reward is purely qualitative: you trade a fistful of dead cards for the same number of fresh ones, which means the engine pays out best when you have spent your turn and are holding a hand you would rather not keep. That pushes a particular play pattern, since cashing in a stockpile of blanks for a stockpile of unknowns is the strongest possible activation, while looting away a single useful card to dig is the weakest. The may clause keeps that decision yours: a hand you want to keep is never forced into the bin. And the bin is where the second read lives. Because the discard is a hard discard to the graveyard, anything that wants cards there (reanimation targets, delve fuel, madness payoffs, threshold counters) treats the dump as the entire point and the redraw as a free side effect, flipping the card from a looting body into a graveyard-loading engine. The skulk 3/3 is a separate clock that happens to ride along: an evasive body the deck can deploy independent of whether the upkeep trigger ever helps it, since the two halves of the card never touch.





