Duelcraft Trainer
Coven asks a deck to fan its power out across many values rather than pile it onto one body, and this is the payoff that turns that discipline into a repeatable weapon. Most Coven cards check the condition once and hand back a static bonus; this one re-arms each combat step, converting a board of mismatched creatures into a fresh double-strike enabler on every one of your turns. The timing window is the whole idea. The trigger resolves before attackers are declared, so you commit the double strike while you still control where it lands. Aimed at an evasive threat, a board that looked incremental ends the game in a single swing; pointed back at this body, a first-striking 3/3 becomes a six-damage attacker that outmuscles most smaller blockers trading into it. That self-buff is never free: Coven demands you already control at least two other creatures with powers distinct from each other and from this one, so the enabler exists only once the deck has done the varied-bodies work the condition requires. The awkwardness is deliberate. Fielding three creatures with three distinct powers cuts against go-wide token strategies, where the plan is a wall of identical 1/1s, so the reward wants a deck stocked with odd, mismatched bodies rather than a uniform swarm. That tension is what separates a Coven build from a generic white weenie pile: the bonus pays back the deckbuilding tax that makes the trigger hard to hit, and this creature, which folds its own first striker into the math, is among the clearest expressions of that bargain.

