Daughter of the Deep
Note where the counting lands: not on every card you draw, but on the second one each turn. That threshold is doing precise work. A generator that paid out on each draw would reward raw volume, so a big refill turn or a wheel would flood the board; pinning the payout to exactly the second draw ties the token stream to a repeatable draw-two engine or a single extra-draw source layered onto your natural draw step. You cannot spam it by dumping five cards at once, since only that second draw connects. The reward tracks the steadiness of your card advantage rather than its spikes. The second line completes the picture by translating a wide board into clock: for a blue and a tap, any Merfolk (the tokens included) becomes unblockable for the turn. That pairing sketches how blue tribal aggro prefers to win, not by burying an opponent under bodies but by threading a rank of small creatures through one at a time. The noble herself is a 2/1 who does little in combat and dies to almost anything; her worth lives entirely in the interplay of the two abilities, one filling the board and one pushing it through. She is an engine piece who asks a deck to be built around her draw patterns, not a creature you cast to trade or race on her own merits.
