Hard Cover
The classic loot-engine problem is that most repeatable draw-then-discard bodies want to be creatures, which cost more mana and invite removal. Bolting the ability onto an Aura solves the mana problem cheaply: for a single blue mana you turn any creature you already control into a card-filtering engine, and the +0/+2 keeps it alive through the small pings that would otherwise pick off a fragile enabler. The tension the design has to manage is inherent to Auras: two-for-one exposure. Any removal spell aimed at the enchanted creature takes Hard Cover with it, so a durable host beats a splashy one every time. The activation is a self-contained loot (draw first, then discard, the blue pattern rather than red's discard-then-draw rummage), which matters for graveyard decks that want to pitch cards on their own terms rather than at the mercy of a mill effect. The tap cost is what caps it: typically one loot per turn, gated behind a creature that has to survive and stay untapped, so it fills the deck-smoothing role without ever spiraling into a runaway advantage engine. It is a small, focused piece of card selection that trades the fragility of the Aura shell for a rate no creature-based looter can match.
