Diviner Spirit
The shared draw is the whole gambit: connect for combat damage and you both refill by the same amount, which makes this less an evasion-backed engine than a Howling Mine aimed at one player at a time. The math only breaks in your favor when the cards land in a hand that can spend them faster than the opponent can: a storm shell, a reanimator pile, anything that converts raw card count into a kill before the mirror advantage matters. Otherwise you are simply handing the table free draws and calling it strategy. The 2/4 body is the friction. Five mana for that stat line is undersized, and it trades badly, so the actual problem is not surviving the swing but landing it: the trigger reads combat damage to a player, which a lone chump blocker shuts off entirely. No damage, no draw, on either side. That fragility reframes what the card is. You do not cast it and ride it; you set it up, either with an evasion enabler or a clear board, and an opponent who can profitably block has turned the whole thing off for free. This is group-hug design with a knife behind it: an effect that presents as a gift to the table and resolves as a one-sided refill, but only for a pilot who has forced the connection and already lined up the outlet to burn through the cards.

