Visionary's Dance
The whole design lives in the discard clause. Seven mana for two 3/3 fliers is a rate no serious deck pays, which is exactly the point: this sorcery is unlikely to ever be cast for its front side. Instead it sits in hand as a two-mana one-shot dig you can fire on any turn you have the mana and would rather smooth your draws than commit to a spell. That inverts how most cards weigh their alternate modes: the "real" spell becomes the escape hatch, and the throwaway text is the reason to run it. The dig itself is honest work: two cards deep, one to hand and one binned, which feeds graveyard synergies while filtering your top of library. The discard cost is the catch that stops it from being pure card advantage. Firing the ability spends the whole card, tokens and all, so it is a genuine trade: filtering and fuel bought at the price of retiring the spell for good. You cannot dig early and keep the fliers in reserve for a later turn; choosing the ability closes the front door permanently. Designs shaped this way (a heavy payoff mode wrapped around a cheap sacrificial activation from hand) surface whenever a color pair wants a card that can be pitched to smooth draws while still holding a distant late-game plan in the same slot. The distinctive thing here is how lopsided the two halves are: the discard mode is what you will almost always take, and the tokens exist mostly to justify the ink.
