Heroes for Hire
Three Treasures on arrival, then an outlet that trades them back for cards: this is impulse draw wearing ramp's clothing. The entry trigger stockpiles any-color mana, and because the sacrifice ability lives on the enchantment with no tap symbol and no timing clause, it is live the instant the enchantment resolves. That immediacy is the point of tension. Every Treasure burned for mana is one you cannot cash for a card, and every card you dig for is fixing spent rather than cast. The exile-and-play clause is the sharper of the two halves: it grants card advantage (a card you would not otherwise have drawn) but bolts a same-turn deadline onto that access, so how much value you actually extract depends on the mana still open to deploy whatever you flip. Selection tools like scry only rearrange; this hands you an extra card and dares you to use it before it evaporates. That places the design in red's long habit of turning artifact tokens into velocity rather than a slow value engine: the Treasures here are ammunition, not savings. It leans on Treasure's status as a universal currency, readable by sacrifice payoffs and artifact synergies alike, so the three tokens rarely go to waste even when the digging can wait. What it really asks, token by token, is a single recurring question: the mana now, or the gamble on your next draw.
