Apparently I’m writing a card game in my sleep.
My first conscious reaction was that’s ridiculous. In the kind of drafting scenario you see in Magic and Netrunner, where you take a card and pass the stack on, pulling an extra card, even some of the time, shorts a card from someone else in the draft round. Unless, of course, the extra wildmark hook comes from a supply external from the draft. So then these wildmark cards are a fairly common resource, such as lands in Magic, or we’ve gotten into deck-building games like Dominion and Ascension.
In fact, “wildmark hook” sounds an awful lot like the kind of mythically poetic, semantically “huh?” card names you find in Ascension, where players build their decks by purchasing cards from a shared pool of revealed possibilities. And even in that game, getting two cards immediately for the price of one is strong by itself. In that case, a wildmark hook would probably have an interesting effect — perhaps one that keys off how many other wildmark hooks you’ve already played that turn — and a low victory point value. Maybe even a high cost, to make getting even one wildmark hook, and thus two, a notable purchase.
Stay tuned for whatever weird rule escapes my subconscious next time.
 And suddenly, it all makes sense. All those wind-down games of Ascension on the iPod just before bed have penetrated the deepest layers of my psyche.