New Perspectives
Six mana for an enchantment that draws three is a cantrip dressed up as a payoff, but the draw was never the point: it refills your hand to the exact threshold the second ability checks. With seven or more cards in hand, every cycling cost on every card you own collapses to zero, and that is the engine. Cycle a card, draw a card, stay at seven, cycle again for free, repeat until your library or your nerve runs out. The whole apparatus depends on a deck stuffed with cyclers and a way to convert all those triggers into damage or a board state, so the card reads as inert to anyone not building around it and as a combo kill to anyone who is. The friction is the count itself: spend down to six and the discount evaporates, so the deck has to be engineered to draw back to seven faster than it dips below, threading a needle between drawing too little and decking out. It is one of the few enchantments built explicitly as a zero-mana loop enabler rather than a value piece, sharing more design DNA with storm-count engines than with the draw spells it superficially resembles. The cost reduction caring about a hand-size floor (rather than a graveyard, a board, or mana spent) is the specific lever, and it rewards a deckbuilder willing to treat their own hand as a renewable resource.



