Irencrag Pyromancer
The trigger reads like a modest rider until you notice how precisely it names its own deck: not "whenever you draw a card" but a clause gated to the exact draw that a dedicated build can fire on cue. That single-word gating is the whole engine. It rules out incidental card advantage and demands a repeatable draw enabler, the kind of loot-and-draw redundancy that reliably triggers on your own turn (and, ideally, on everyone else's). Note the ceiling that gating imposes: the clause counts one draw only, so the third and fourth draws in a turn do nothing. One trigger per turn is the payout, no matter how deep you dig. Get there and a 0/4 body that never attacks becomes a Wizard that throws three damage at any target, once per turn, at instant speed if your draw sits at instant speed. The 0/4 is the tell. It is not built to fight but to survive long enough to keep pulling the trigger, four toughness parking it out of range of most incidental burn while it does the actual work. The card converts a deckbuilding constraint into a damage clock: the reward is real and the cost is paid up front, in how you assemble your draw density, not on the card itself. Miss the enabler and it is a wall; answer the question the text asks about your list, exactly, and each turn staples a Lightning Bolt to a draw you were making anyway.




