A-Wizard Class
Draw a card, grow a creature: that is the whole ambition here, and every level below is scaffolding to reach it. The base level offers nothing but an unbounded hand, which reads as a non-effect until you understand it as a statement of intent: this card wants you drowning in cards and never punished for the surplus. Level two is the down payment, a two-card refill that also commits you to keep spending. Level three is where the passive turns active, converting every draw (not just the cards this Class hands you) into a +1/+1 counter on a creature you control. That final trigger is why the earlier levels are shaped as they are: it rewards a deck already built to draw in bulk, so counter accrual scales with the card advantage you were manufacturing anyway. The leveling structure is the tax. Each level is a separate sorcery-speed activation at , so climbing from the base card to the payoff costs
across the two upgrades. Nothing stops you spending it all in one main phase if you have the mana, but the reward only lands if you also have a board to grow and a draw engine to feed it. It is a card-advantage engine wearing the clothes of a value enchantment: the payoff arrives only when you have built the draws before you ask it to build your board.
