Knights of Dol Amroth
The trigger is keyed to a specific and quietly demanding condition: the second card you draw in a single turn, not any draw and not every extra card. That distinction is the whole design. Drawing once per turn does nothing here, which means the counter only lands in decks built to double up: a cantrip stacked onto the natural draw step, a repeatable draw engine feeding it turn after turn, an instant that replaces itself in response to something on the stack. Blue has long treated card advantage as an abstract resource, a hand you convert into answers later. This reframes crossing the two-draw threshold as a physical clock, converting the moment you outdraw the baseline into a permanent stat bump. The ceiling is what keeps it grounded: it triggers once per turn no matter how many extra cards flood in, so a big refill spell that dumps five cards into your hand still adds exactly one counter. That caps the payoff at your draw rhythm rather than your draw volume, rewarding steady, repeatable second draws over one explosive turn. Note what the body does not do: it draws nothing itself, holds no engine, offers no card advantage of its own. It is purely a beneficiary, a 3/3 that grows only as fast as the cards around it can feed the trigger, which makes it a reason to draw twice rather than a means of doing so.


