Ransack the Lab
The trade here is depth for selection: you dig three cards deep and keep exactly one, feeding the other two straight to the graveyard whether you want them there or not. That distinction is the whole point. Where a plain draw spell like Sign in Blood hands you what it finds and leaves your library alone, this asks you to accept a smaller haul in exchange for filling a graveyard you presumably care about. Black has a long tradition of paying for smoothing in cards rather than in life, and this sits squarely in that line, closer in spirit to Grapple with the Past than to any raw card-advantage engine. The forced binning is not a downside to route around; it is the payload for decks built on delve, flashback, escape, or reanimation, anything that treats the yard as a resource. Read as pure card selection it looks thin: two mana to see three, keep one, and lose two feels a step behind the curve. Read as a self-mill enabler that happens to fix your draw, it does two jobs at once for a fair rate, and the cost of the effect is precisely what makes it good in the shells that want it. The tension it resolves is an old one for graveyard decks: how do you fill the yard without spending a card doing nothing else. This spends the card, but not on nothing.

