Reed Richards, Smartest Man
Most card-advantage engines turn one action into a bigger pile of cards; this one does too, but it picks a very specific action to amplify. The clause is carefully written to close the obvious loopholes: it fires on the first draw each turn other than the card you draw for your draw step, so the card you naturally get for the turn stays a single card while the first extra draw (a cantrip, an opponent's Windfall, any spell's "draw a card") balloons into four. That distinction between draw steps and everything else is the entire engineering job. It rewards proactive card-drawing without simply making your untap-upkeep-draw four times as fast, which would be a far more oppressive card. Paired with the no-maximum-hand-size line, it assumes a build that wants to hold and reload rather than dump its grip, switching off the graveyard's usual pressure valve (discard to hand size) altogether. The 2/4 with reach is almost apologetic by comparison: a body meant to survive on the ground and in the air long enough for the engine to matter, not to end games on its own. The load-bearing idea is retroactive: your first incidental "draw a card" each turn stops being a cantrip and becomes a four-card refill, so a pile of small draw effects quietly reweights into a pile of hand-filling ones without changing a single other card.
