Myojin of Seeing Winds
What this Spirit sells, in exchange for the body's protection, is a single enormous draw spell. While the counter sits on it the 3/3 is functionally untouchable; spend the counter and you refill your hand by your entire board, but you have also handed your opponent an unprotected creature that any removal spell now answers. That is a one-shot decision, not a recurring engine, and the design wants you to feel the weight of it. The cast-from-hand clause is the quiet leash on the whole cycle of these legends: reanimate it, flicker it back, return it through a graveyard loop, and it arrives counterless and inert, a ten-mana 3/3 with no payoff at all. So the reward is real but gated behind paying the full cost honestly, and because it scales with a wide board, it favors the durdle deck that already has permanents on the table rather than rescuing an empty one. Among the divinity-counter Myojin, this is the value half of the cycle: not a board wipe, not a reset, just the largest single Concentrate the era had on offer, attached to a creature that protects itself exactly once.
