Timeline Inquiry
Drawing three cards at instant speed carries a toll, and the toll here is the discard: cast this on its own and you draw three, then pitch one during resolution, netting two at flash speed, which is the going rate for refueling on an opponent's turn. Tap your own creatures worth two total power and the discard clause never fires, converting the spell into an unconditional draw-three at instant speed: a full card better than the usual flash-speed dig, matching the honest sorcery-speed rate while keeping the timing flexibility that rate never offered. The Teamwork keyword lends the effect cooperative language, but the additional cost only ever taps creatures you control; this is a solo engine borrowing a group's vocabulary. The tap is close to free once you have a board, since committing a pair of tokens changes nothing about the turn you were already planning to have. The cost reads less like an ask than a toll you skip after you have done the work of putting bodies on the table, and it scales precisely with the go-wide strategies that most want a cheap refuel and least mind spending an attack step's worth of tap to get it.
