Faerie Vandal
The counter clause hangs on a specific bookkeeping question: not how many cards you draw, but when the second one arrives. Every deck draws one card for turn, so the trigger is really counting your first extra draw of the turn, making this a payoff for a whole style of play built around cheap cantrips, card-draw spells, and instant-speed value. Flash and flying are the delivery mechanism. Because you can hold it up and drop it in on an opponent's end step, the 1/2 body dodges sorcery-speed removal and lands with a card-draw spell already queued to grow it before it ever attacks. That timing is the design: a threat you deploy reactively, then feed on your own terms, rather than a beater you commit early and defend. The growth is uncapped but strictly rationed to one counter per turn, so it rewards a deck that reliably manufactures a second draw every single turn instead of one that occasionally floods the board with cards. A 1/2 flier that becomes a 2/3, then a 3/4, on a clock set entirely by how disciplined your draw engine is: the ceiling belongs to the deck, not the card.




