Military Intelligence
The condition is the whole design: you only draw when two or more attackers commit, which means this rewards going wide rather than tall. A single beater swinging in does nothing; a board of small creatures all turning sideways turns every combat step into a card. That alignment makes it a weenie-aggro engine specifically, the rare card-advantage source that asks for exactly the board state aggressive decks already want to build. The tension it resolves is the oldest problem in the swarm archetype: flooding out and running dry once the early creatures trade. By taxing nothing and refilling the hand off the attack you were making anyway, it keeps the gas flowing without ever asking you to trade tempo for cards. The friction is that the trigger is purely offensive: it does nothing on defense, nothing if the opponent stabilizes the ground, and nothing the turn you cannot profitably attack with a pair. That one-directional payoff is also why it sits in a specific lineage of go-wide draw enchantments rather than general-purpose blue card advantage; it is a reward for an attack pattern, not a value engine you can lean on from behind. The clean two-mana cost is what makes it land early enough to matter, before the board has built up to the point where the bonus is redundant.



