Pirate's Prize
Divination set the honest baseline for blue card advantage: three mana, two cards, no rider and no friction. This is that spell taxed a full mana of generic upward, with the extra mana returned as a Treasure token to soften the cost. The token pulls double duty without slowing the draw down: it refunds part of the outlay (crack it whenever you like for a single mana of any color) and it fixes a color you might be reaching for, which tends to matter more in play than the raw card-economy math suggests. The refund is not on a clock; a Treasure sits on the battlefield as stored mana until you want it, so the four up front can be recovered this turn as tempo or banked toward a heavier play later. That flexibility is what changes the pitch. A pure draw-two becomes a draw-two with a thread of ramp and fixing attached, and the mana can arrive on the same turn as your next spell, nudging a card-advantage sorcery a half-step toward development. The token is the entire reason to reach past Divination. This is what you print when you want the durable, unglamorous draw staple to carry a little acceleration and color-smoothing without disturbing what a draw-two is supposed to be.

