Misty Knight, Hero for Hire
Discard-to-draw effects usually charge you a card for a card and call it even; this one scales with how much you have already thrown away this turn. The activated ability draws not one card but a card for each card discarded that turn, so the pitch you make to fire it counts itself: activate with nothing prior discarded and you break even, but line up a madness enabler, a rummaging spell, or any other discard outlet earlier in the turn and the same activation refills deeper. The tap in the cost is the ceiling. Without an outside untap effect the ability fires once per turn, so the payoff comes from front-loading discards before you pull the trigger, not from chaining the ability into itself. That single-turn accounting is the whole tension: the sequence matters more than the raw exchange, and the fragile 3/1 body doing the tapping wants to survive to its main phase with a hand full of expendable fuel behind it. Red rummaging has historically run flat, one card in for one card out, its point selection rather than volume. This inverts that math on the turns you commit to it: it is built to grow your hand rather than merely rearrange it, provided you have spent the turn feeding the discard side of the ledger first.
