Dual-Sun Technique
Double strike as a combat trick is old news; what makes this one worth the second half of its text is the counter clause bolted on top. The base mode is the familiar one-turn double strike pump you slot into an aggressive white shell to end a race or blow out a block, priced to be a live combat interaction rather than a build-around. The draw rider is where the design shows its hand: it costs nothing extra and asks only that your target already carry a +1/+1 counter, which quietly ties the card to the counters-matter shell it was built for. That condition turns a pure tempo play into a tempo-and-card-advantage play in the same slot, and it does the balancing work: on a vanilla attacker you get the finisher, on a counter-laden threat you get the finisher and refill your hand. The instant-speed window is the point. You hold it, let the opponent commit to a block or fail to, and cash it in during combat for lethal or a two-for-one, with the card draw softening the tempo loss if the play gets answered. It rewards decks that were already stacking counters for other reasons and hands them a payoff that folds cleanly into the attack step rather than demanding its own turn.
