Volatile Wanderglyph
The trigger is the story: this filters cards not when it enters or attacks, but whenever it becomes tapped, which turns every combat step and every tap ability into a loot. Red's card advantage has always leaned on rummaging rather than raw draw, and the design usually hangs that rummage off an attack trigger or an activated cost. Anchoring it to the tap event instead quietly widens the window. Attacking taps it, so an aggressive board turns each swing into a chance to smooth a draw. But so does any effect that taps for value: convoke it, crew a Vehicle with it, or feed it to any effect that taps creatures for mana or utility, and the loot fires without ever entering the red zone. A single tap per turn is the honest baseline, and it is enough; anything that taps it more than once is upside. The 2/2 body is unremarkable on purpose; the payoff accrues across a game rather than resolving on one trigger. Because the loot is discard-then-draw rather than draw-then-discard, it wants a graveyard the discard feeds: reanimation targets, flashback spells, delve fuel, anything happier in the yard than the hand. The "may" clause matters when the hand is full of cards worth keeping, not when it is empty (an empty hand simply fails to pay the discard and draws nothing). The result is a repeatable, opt-in filtering engine on a cheap Golem: it costs red to cast, but the artifact type lets it slot alongside colorless-matters and Vehicle shells a plain creature would miss.
