Warehouse Thief
Impulse draw in red usually charges its fee in cards you already own: a look at the top that expires if you don't cast it, with the loss baked into the tempo. This one wants a body or an artifact on the altar every time it fires, which turns a red card-advantage tool into a black-adjacent sacrifice payoff wearing red's colors. The activation costs two mana and taps, so it fires once per turn cycle rather than draining a board in one burst; that tap is the throttle that keeps a repeatable card-selection engine from spiraling. Each activation converts one disposable permanent into a look at the top card and a window to play it through your next turn, which means the ceiling is set by how cheap your fodder is, not by how good the exiled card turns out to be. Note the tension buried in the fodder math: a Treasure sacrificed to this ability is a Treasure you didn't crack for mana, since both are activated abilities that consume the token as a cost. You feed the Thief with a permanent you were already willing to spend, then pay separately for the two mana it demands. The 4/2 is a fragile clock, there mainly to give the ability a home while it converts value you were going to generate anyway: death triggers, spent tokens, artifacts that were never meant to stick around all become the next look.
