Sage of Days
A body attached to a graveyard-filling engine, and the trade it offers is bluntly honest: you dig three deep, then decide how greedy to be. Keep one card on top and the other two hit the yard as payment for the selection; keep nothing and all three go, turning the trigger into pure self-mill. The refusal to shuffle the rejects away is where the design earns its keep. Impulse and Anticipate let you take one and put the rest back harmlessly; here every card you pass on becomes graveyard fuel rather than library noise. For a build that treats its yard as a resource (reanimation targets, delve fuel, flashback and escape spells, threshold counts), that clause flips from cost to benefit: the enters trigger seeds the graveyard and sculpts the draw in one motion, and binning all three is a real line when you want the fill more than the top card. For a deck that just wants card selection, it is a self-mill liability wearing a beater's clothes. The 3/2 body is the quiet part of the pitch, a fine enough attacker that lets the effect ride on a creature rather than a spell, which matters when you want the trigger to recur through blink or reanimation of the Wizard itself. It belongs to a class of graveyard-enablers that pose as pure selection: the question is never whether you feed your yard, only how much you save from it.
