Elrond, Master of Healing
Card selection is normally the quietest thing a deck does: you look, you sort, you keep the top or bottom, and the board never notices. This turns that private step into a public one, converting the count of cards you looked at into a spread of +1/+1 counters across your team. Scrying deep is what gets rewarded here, so effects most decks run for incidental smoothing (scry 2, scry 3, and further down) suddenly become the reason you distribute a fistful of counters, quietly nudging a controlling green-blue shell toward high-scry density it would otherwise treat as filler. The second ability closes the loop from the opponent's side: once your creatures are wearing counters, every removal spell or targeted effect they aim at one draws you a card, taxing the interaction they most want to make. That pairing, grow on your own selection and punish their response, gives the card a protective streak that most counters-matter green-blue payoffs lack. Where Herald of Secret Streams asks you to weaponize counters through evasion, or proliferate builds ask you to manufacture them through dedicated triggers, this grafts the reward onto a step you were already spending to fix your draws, then makes the resulting bodies costly to answer. The effect reads narrow (you need scry, you need creatures) yet rides on top of two things a digging, threat-holding deck already does by default.





