Three Wishes
An early attempt to give blue card advantage that wasn't quite card advantage. The card sets a clock on its own payoff: you peek at three cards, but the permission to play them lasts only "until your next turn," and whatever you don't play is binned. That deadline is the whole design. It is not a draw spell; it is a deferred, time-boxed draw spell where the deferral is the cost. Cast it with no mana left to follow up and all three cards rot in exile until your upkeep dumps them into the graveyard, leaving you down a card for the privilege of looking. The instant speed sharpens the trap rather than rescuing it. Because the window closes when your next turn begins, firing this on an opponent's end step is nearly worthless: you get only the sliver of that end step before your turn arrives and the cards expire, so you rarely get to play them. To extract value you want to cast it on your own turn, mana already banked, so the playable window spans the rest of your turn and your opponent's before it slams shut when your next turn begins. Blue would go on to solve card selection with cleaner tools that imposed no usage deadline, which is exactly why this reads as a relic: it asks you to commit to playing cards before you know whether you'll have the mana or the moment, and punishes the gap between drawing a resource and being able to spend it.
