Vision of Love
Red almost never gets to draw two off a single card, and the design pays for that unusual generosity by charging up front: you sacrifice an artifact or discard a card first, and only then draw two. That sequencing matters. Because the payment gates the draw, the whole effect is optional on resolution rather than a cost gated onto the cast, so you can let it resolve doing nothing if you have nothing worth spending. Cast one, pitch or crack one, draw two: that nets out to card parity, which makes this selection and digging rather than raw advantage. What you get is depth without a life tax or a forced discard attached to what you find. The flexible payment is where it earns a slot. In an artifact shell it turns a spent Treasure, a stray token, or dead equipment into two fresh cards; in a spells-matter or graveyard shell the discard is the point, feeding whatever wants to be pitched while you dig. The instant timing is the quiet lever: red's looting effects have historically been sorceries, so holding this up lets you wait until combat resolves or the opponent's end step before deciding which resource you can spare. It is a modest rate measured against what blue draws for the same mana, but an unusual shape for red, and the deckbuilder chooses which resource does the paying.
