Words of War
The conversion runs against the grain of most decks: each activation seizes the next card you would draw, from any source at any point in the turn, and turns it into two damage pointed anywhere. That breadth is the design. It does not wait for your draw step or single out the turn's first draw; it replaces whatever draw is queued next, whether from your upkeep, a wheel, or a cantrip, so the resource it consumes is cards rather than mana alone. This is red's slot in a cycle of enchantments that each reroute a draw into a different colored payoff, and red drew the one that closes games. The price bites where it hurts: every buys two points of reach but burns one draw, so the engine drains your card advantage to feed its damage. Stack several draws into one turn and you can fire it more than once, but each replacement is its own activation and its own mana, so the conversion scales linearly: more burn for more cards and more mana, never a discount. That self-limiting rate is what kept it from running away. In a deck that needs to keep its hand stocked it is dead weight; in a deck that can afford to run dry it becomes a slow, repeatable burn tap. The draws you give up are the only meter, and nothing on the card refills them.

