Ogre-Head Helm
Card advantage is the resource red is structurally denied, so watch how this two-drop smuggles it in: connect for combat damage and you may throw the whole thing away to dump a dead hand and draw three fresh cards. The sacrifice clause names this creature, not its host, which is the pivot the design turns on. Left as a naked 2/2, the Helm sacrifices itself and the refill is a one-time cash-out: you get the reset once, and the Equipment is gone. Reconfigure it onto a heavier body and the trigger reads off the equipped creature dealing damage instead, so the attacker survives combat and you spend the Equipment on your own terms rather than losing it to a chump block. Either way the effect fires once per copy, which is the honest ceiling on a fair red engine that would otherwise be a hand-refilling machine. The "may" is the release valve on a steep price: you empty the hand only when the top three look better than what you are already holding, the low-hand-rewards-you logic usually reserved for madness and hellbent shells rather than a creature that also swings for two. The +2/+2 is almost a rounding error next to the real ask, which is converting one clean hit into a discard-your-hand, draw-three reset that a red deck can install early and detonate the turn the board locks up.





