Sokenzan Spellblade
Red almost never wants a full hand by the late game: its whole color identity pushes toward spending cards as fast as it draws them, racing the opponent's life total before card advantage matters. So a pump ability that scales with cards held cuts directly against the grain. The activation rewards a stocked grip, swinging for a power boost equal to however many cards you are sitting on, which means this 2/3 body wants its pilot to do the one thing red is built to avoid: hoard. Held to a fat hand, that activation turns a modest attacker into a real clock; cast onto an empty board in the topdeck wars red usually grinds toward, it does nothing at all. Bushido 1 covers part of the gap, handing the body a temporary +1/+1 when it blocks or gets blocked, keeping it relevant in the ground stalls a card-hoarding red shell tends to manufacture. What lingers is the contradiction at the center of the design: an Ogre that asks you to play red in reverse, building resources rather than burning them, then cashing the hoard into a single explosive swing. Draw-go red was a deck the color's tools rarely supported, and a five-mana attacker rewarding a stocked hand reads as an experiment in that direction more than a finished idea.
