Quarrel's End
Red card filtering has always had to pay a toll: a discard, some life, a card down for a card up. The looting shape (pitch a card, draw a card, break even on quantity while trading up on quality) is the archetypal red engine, and this design starts from that template. What it adds is arithmetic and a body. You cast the spell (one card), discard as an additional cost (a second card), and draw two, which lands you exactly at hand parity: no net cards gained or lost, the same filtering trade a looting effect makes, just with the digging doubled up on a single cast. The interesting part is the trailing 1/1 white Human Soldier, which is what the transaction is actually buying. A pure loot leaves you with a rearranged hand and nothing on the table; here the same card-neutral filtering also deposits a creature, so the effect plays to the board as well as the hand. That token reframes the discard as the price of a body plus selection rather than raw velocity, which nudges the card toward decks that want an early attacker, a chump, or aristocrat fodder alongside the dig. It is a sorcery, so the whole exchange happens on your turn with nothing held back for a response, marking it as a proactive setup piece rather than a reactive one, and the mandatory discard keeps it honest: you need something worth pitching for the trade to be worth making.

