Fey Steed
Two abilities that seem to belong to different decks share a body here, and the seam between them is the whole design. The first is combat glue: attack, and another attacker you control shrugs off destruction for the turn, a way to force through a swing or protect the creature an opponent most wants to block into. The second turns your opponent's interaction into card flow: every time they target one of your creatures or planeswalkers with a spell or ability, you get to draw. That second clause is the one that shapes how the card plays, because it taxes the very removal that would answer a 4/4 that keeps handing out indestructible. Point a spell at the Elk itself and you refill; point one at the creature it just protected and you often draw while the target survives anyway. The indestructible grant is deliberately one-attacker-at-a-time and lasts only until end of turn, so it rewards a focused push rather than a board-wide alpha strike, and the draw trigger asks nothing of you except that you keep threats on the board worth removing. It is white protection stapled to a soft punish-your-removal engine, built for a go-wide table where opponents have to spend answers to keep pace and pay a card for each one.

