Mangara's Tome
A drawing engine that runs on a self-imposed information lockbox. You hand-pick the five cards that go into the pile, choosing exactly which spells you want this tome to dispense, but once they are tucked away the order shuffles out of your control. The design trades raw card advantage for paid, randomized access: every activation costs mana and only redirects your next draw rather than adding to it. That tradeoff is the structural brake on a five-card stockpile. You are not getting ahead on cards; you are spending mana to dig through a personal mini-library one piece at a time, and the price is that you can pick the contents but not the sequence. The result is a slow, mana-hungry value rock built for a long game, taxing every selection along the way, the sort of grindy artifact engine that fit the deliberate, attrition-minded design language of its era. The flavor sits right on the mechanic: a tome whose knowledge you assembled yourself but whose order you cannot quite recall, paid out a page at a time. This is a builder's experiment more than a workhorse, the kind of artifact that rewards a deck with nothing better to do with its mana and all the time in the world to spend it.
