Sixth Sense
Green has always paid for card draw obliquely, never directly, and this is one of the clearest statements of that color-pie principle: the cards come, but only after you connect. The cost is one mana up front and a tempo gamble on the back: you commit a card and a turn to an Aura that does nothing until the enchanted creature gets through, which puts the whole package at the mercy of a single block or a single removal spell resolved on the creature you just doubled down on. Curiosity is the obvious ancestor, but the comparison is sharper than a clean copy: the blue version triggers on any damage dealt to an opponent, which is why it can be slapped on a pinger and skip combat entirely, whereas this strictly requires combat damage to a player. Green has to earn its repeatable draw through combat math that blue gets to route around. The trigger rewards evasion and trample over raw size, and because the draw fires during the combat damage step, an instant drawn this way can be cast right there in the same combat: a combat trick, a removal spell, a counter held up for the swing-back. It is a build-around in the oldest sense: weak in a vacuum, dangerous on a creature that cannot be profitably blocked, and a two-for-one disaster if the creature dies with the Aura still attached. The design encodes green's bargain plainly, which is what gives it staying power as a template rather than a card.

