Morbid Curiosity
The sacrifice clause here isn't a tax; it's the dial. Most card-draw spells fix their yield at the cost, so the deckbuilder's only lever is how many copies to run. This one lets the payout float with whatever you feed it, which inverts the usual sacrifice-outlet math. Ordinarily you part with your most expensive permanents reluctantly, because they cost the most to replace; this rewards you for throwing the biggest mana value you can onto the pyre. A dead bomb, a creature that has already done its job and is ready to be cashed in, a spent artifact that has stopped pulling its weight: each converts its printed cost into raw cards. The gap between casting cheaply and drawing deeply is where the design tension sits. A two-drop nets you two cards for three mana, a flat trade; the spell only becomes a windmill when you have a high-mana-value permanent that has outlived its purpose, and that is a board state you cannot always manufacture on command. Wanting to draw the most while needing the sacrifice to be a permanent you would happily surrender is the constraint that stops this from being unconditional advantage. It belongs to the same lineage as effects that pay you for losing a permanent, but where most of those fix the reward, this one writes the reward in the language of mana value, and the deckbuilder who exploits that gap hardest gets the most out of it.

