Hour of Victory
A tutor split across two phases of a game, with the enchantment as fuel that consumes itself. The front end buys a 2/2 Zombie and starts your engines the turn it lands; the search waits until you can spare the mana, reach max speed, and find a sorcery-speed window to crack it. This is not a cheaper Diabolic Tutor: the total investment to cast and then activate runs to five mana, strictly more than Diabolic Tutor's four, and you pay it in installments rather than up front. What the extra mana and the delay buy is timing flexibility. Black's line of "search for any card" effects has usually asked a single question, how much mana for the tutor, and answered it flatly: Demonic Tutor at two, Diabolic Tutor at four, both immediate. This design refuses to answer it flatly. You commit the card early, sit on it while the Zombie blocks or chips, and redeem the search once the board has already tilted your way. The sacrifice clause is doing as much work as the search: the Zombie is the guaranteed floor if the game never gives you the mana to spare, and the tutor is the ceiling you cash in when it does. You are buying an option held in reserve, not an effect on demand, and the price of that reserve is paid in both mana and patience.
