Minamo Scrollkeeper
A bigger maximum hand size almost never finds a home, because the cards that want to bank past seven and the cards that want a 2/3 wall rarely share a list. A defending body asks to sit back and block; the hand-size bump only matters if you are routinely drawing past seven and would otherwise pitch on cleanup. Stapling the two together produces a creature whose marquee line is dead in any deck not already flooding its hand, which is to say a vanilla 2/3 wall most of the time. The design reads flavor-first (a librarian-archetype Wizard whose job is to hoard knowledge) rather than a rate the constructed environment ever asked for. Where it earns its keep is the narrow intersection of grindy, draw-heavy control or a dedicated hand-size payoff shell, the sort of deck that wants both a cheap early roadblock and permission to keep more cards than the rules allow. Outside that overlap, the second ability is a rider you pay nothing extra for and use almost never, which is a fair trade for a defensive two-drop but not a reason to run one.


