Slumbering Keepguard
White enchantment payoffs have historically clustered at three and four mana, sized as midgame anchors that reward a board already built. Compressing that role onto a one-mana body is the wager here. The scry-per-enchantment trigger asks for nothing but a creature on the board, and it starts smoothing draws the moment your first aura, Saga, or enchantment creature resolves: a slow, cumulative filter that compounds with every permanent you stack rather than a one-time selection. The pump ability is where the 1/1 stops being a placeholder. Because it counts every enchantment you control and scales with each activation, a board that has done its enchantments-matter work turns this into a repeatable finisher, sized by the density you have already committed rather than by a fixed number on the card. Enchantment decks tend to accrue value without pressuring life totals, and a cheap creature that grows to match the board fixes the clock problem without asking you to abandon the plan. The friction is that both halves are inert outside an enchantment shell; the trigger sits idle and the pump refunds almost nothing. This is a payoff that demands you have already paid, which is what makes it a keystone for the archetype rather than a splashable role-player.
