Pulse of the Grid
A draw spell with a recursion clause bolted to a card-parity check, and that check is the entire design conceit. Drawing two and discarding one is looting, a known and modest rate; the payoff is that whenever you end the exchange behind an opponent in hand size, the spell bounces back to you for free. It rewards the deck that empties its hand fast and refills against an opponent who is hoarding, turning a one-shot cantrip into a repeatable engine precisely when you are the more proactive player. The condition is checked once, on resolution, comparing card counts at that instant, so the recursion fires off the gap as it stands after you have drawn and discarded. Against a control mirror where both players sit on full grips it does nothing special; against an opponent clutching answers it can return turn after turn while you bleed cards onto the table. The interesting lineage here is its place among the "free recurring" spells that ask you to be losing some race in order to keep them: the discomfort of being behind in cards is reframed as the cost of admission. Plenty of card-advantage spells reward parity; this one is built to punish the player trying to outdraw you, which is a quieter and stranger axis to engineer around.

