Astonishing Spider-Man
Discard-to-draw effects usually hand back a flat number and hope the fixed refill is worth the empty grip. This one keeps a running tally instead: attacking lets you dump your hand and draw one card for every card discarded that turn, and the discard from the trigger itself counts, so pitching a full grip cold refunds itself immediately with no prior setup. The leverage arrives before that baseline. Cheap discard outlets, madness payoffs, or an earlier loot effect all pour into the same counter, so a turn spent seeding the graveyard before combat converts an ordinary refuel into a lopsided one entirely in your favor, since the draw only ever benefits its controller. Anchoring the payoff to the attack step is the interesting constraint: the engine wants you to swing, which points the card toward shells eager to pitch cards, the inverse of the red-blue tempo instinct to hoard information for the next instant. Reach reads oddly on a 4/4 built to attack, since the body taps out on the crackback and will not be home to block, and swinging into fliers earns nothing anyway. It pays off on the turns you hold the ground back instead, giving a grounded creature a tool against the aerial threats it would otherwise wave through. The hybrid pips let either color pay the same cost, keeping the identity loose between spellslinging tempo and graveyard-fueled aggression.
