Historian's Wisdom
The cantrip clause is the whole tension: the draw only fires if the enchanted creature has the greatest power on the battlefield, which means the reward is gated behind a board you are already ahead on. That backloading is subtle because the +2/+1 is static and applies the instant the Aura resolves, so by the time the enter trigger checks for greatest power it measures the pumped body, not the pre-pump one. A pure Aura that swings a body and refills your hand would be trivially mispriced upward, so the condition does the balancing work: cast this on your lone threat while you are behind and the trigger simply whiffs, leaving you a vanilla pump for three mana. The permission to enchant an artifact is the quieter half, and it is easy to misread. The greatest-power check is strictly an enters-the-battlefield trigger; it fires once, at resolution, and never again. Land it on an artifact creature and both the buff and the check apply immediately. Land it on a noncreature artifact and the trigger has no creature to measure, so it fails outright and will not reconsider even if that artifact later animates: what survives is the static +2/+1, which does attach itself to a Vehicle or animated artifact the moment it turns into a creature. Green has stapled card advantage to combat since its earliest designs; hitching the draw specifically to a biggest-creature-on-the-board clock is the choice that gives this its shape, handing the deck already ahead the fuel to close and offering the deck behind nothing.
