Academy Wall
A 0/5 body is the fixed cost this card pays to be a spellslinger's engine rather than a chump blocker. The wall is there to survive the early turns while you cast your instants and sorceries; the loot trigger is what turns it into a fixture of a control shell. The once-per-turn clause is the balancing wire: you cannot chain a burst of cheap cantrips into a full hand refill, so each turn the card smooths exactly one draw. That constraint reshapes what it actually does. It is not raw card advantage (drawing then discarding leaves your hand the same size); it is card selection wearing the costume of card draw, letting you pitch a dead land or a clogged answer for something live while your spells do the real work. Blue has a long history of walls that read as passive but ask you to build around them, and this one belongs to the loot-engine branch rather than the pure-defense branch. The reward scales with how many cheap spells you can stitch into a curve, which is why the card wants a deck already committed to casting one or two instants and sorceries every turn, and why it does almost nothing in a creature deck that would rather be attacking.
