Tainted Indulgence
Divination discounted by a mana and pushed to instant speed, with a discard as the toll for cutting the line: two cards for two, and the toll can be waived. The escape clause is the interesting part. Once your graveyard holds a wide enough spread of mana values, the discard switches off entirely, so a deck with a varied spell suite stops paying the tax as the game goes long. Early it is an awkward looter that forces you to shed a card you would rather keep; late it is a clean two-for-one at no cost. That inversion runs against the usual filtering template, where card selection is a comeback tool: this one is weakest when you are behind and strongest when you are ahead, rewarding the deck already winning the attrition war and looking to bury an opponent under raw velocity. The counting clause is the wrinkle, because it cares about the diversity of mana values in your yard rather than the sheer count of spells, so four copies of a two-drop feed the threshold as a single value. That nudges you toward a varied curve of cheap spells rather than a redundant one, and toward self-mill or cantrips that populate the graveyard fast. Structurally it belongs to the line of blue-black draw that tries to soften Divination's tempo cost, but here the drawback is something the deck grows out of rather than something you eat once.
