Hoarder's Greed
A draw spell that wagers on your own curve. The first two cards come free of conditions: lose two life, draw two, done. Everything past that hinges on clash, which turns a library reveal into a contest decided by mana value. Win the clash against an opponent and the entire packet repeats, life payment included, so a deck full of expensive bombs facing one leaning on cheap spells can chain this into a genuine refill. The subtlety is in how clash resolves and what the next iteration does with the result. Both players reveal their top card and independently decide whether to leave it or tuck it underneath; you win if your revealed mana value is higher. But the repeat clause begins by drawing two cards, which means whatever you left on top is immediately swept into your hand, not saved for the next clash. So a fat card you kept on top wins this clash and then gets drawn, leaving the following reveal to fresh territory. The decision is per-iteration, not a multi-turn stacking plan: keep high to win now, knowing the win is consumed the moment the loop restarts. The life cost compounds each cycle, so floor and ceiling sit close together: a single win nets two extra cards for two life, a whiff leaves you exactly where a plain two-for-two would, and a long chain hands you a fistful at a price that starts to bite. Black draw has always billed in life; this one attaches a gamble to the invoice.

