Mindmoil
Cast a spell and your entire hand goes to the bottom of your library, then you draw back up to whatever was left. Because casting moves the spell to the stack before the trigger resolves, the redraw only ever counts the cards you did not just cast, so each spell leaves you one card short of what you held before casting it. That sounds punitive, and against a deck that wants to sit on answers it absolutely is: any setup card you are holding gets buried on your next spell, indifferent to whether you wanted it. The payoff lives in the redraw itself. Each cast scraps a stale grip and replaces it with a fresh handful from the top of your deck, smoothing your draws and digging deeper with every spell you can afford to chain. Hold nothing worth keeping and the downside evaporates; sequence cheap, replaceable spells and the velocity compounds. The card converts hand quality into hand turnover, paying out for the deck that would rather see a new fistful of cards than guard the one it already drew. Most red card advantage treats cards as spent fuel: impulse draws, rummaging, one-shot bursts. This is the rarer design that recycles the whole hand as a renewable pool, refunding only the deck willing to let go of what it is holding.

