Bred for the Hunt
Curiosity stapled itself to one enchanted attacker, so the draw came only when that single creature connected. This rewrites the trigger to ask after a property rather than a permanent: any creature you control wearing a +1/+1 counter that lands combat damage refills your hand, and the change to the math is fundamental. Instead of betting on one evasive threat surviving, every countered body that gets through is a separate draw. In a deck spreading counters with proliferate, graft, or anything that grows a board wide, the engine compounds with your creatures rather than living and dying with a lone enchanted bear. The counter requirement is what keeps this off the goodstuff pile: it does nothing in a deck that isn't actively putting +1/+1 counters on creatures, which ties the payoff to a specific build-around axis rather than a generic blue cantrip slot. It also wants attackers that connect, so the engine pushes you to go wide and force damage through rather than sit behind it. The draw is optional, which rarely matters for the maindeck plan and matters mostly in the spot where you'd rather not thin a library running low. Within the green-blue counters lineage, this is the dedicated card-advantage half: the threats come from elsewhere, and this turns each profitable combat step into a refill.






