Jace, Arcane Strategist
Not the Jace you build a control shell around, but the one who rewards a deck already treating card draw as a way to grow a board. The engine is the triggered ability, which fires the moment you draw your second card in a turn and pumps a creature you control. What makes the loop self-sufficient is the +1: your natural draw step covers the first card, so a single activation gets you to the second, and the trigger goes off without any outside help. Note the ceiling built into that trigger, though: it cares only about the second card each turn, so drawing a third or fourth adds nothing. This is a tighter, more conditional design than the Jaces built to lock out the board or dig toward a combo; this one asks you to be a tempo-forward blue creature deck that spends its planeswalker on incremental card advantage and a little growth. The ultimate closes the same axis it opened, sending a board of swollen creatures in unblockable, and from a base of four loyalty the seven-loyalty cost is reachable in exactly the proactive game plan the card wants you running. What keeps it honest is how little happens on turns you draw only once: the counter never lands, the growth stalls, and Jace flattens into a slow card-draw walker with a splashy but distant finisher. He is only as good as the second card he can find you.

