Starwinder
Blue's card-draw payoffs have historically hidden behind evasion or unblockable clauses: reward the connection, but only when the creature was already going to get through. This one takes the opposite stance. It counts combat damage from every creature you control, so the drawing happens whether the hit comes from an evasive threat or a swarm that simply outnumbers the blockers. The 7/7 body is itself part of the equation, a Leviathan large enough to demand a chump or a removal spell, and the cards it draws when it does connect can rebuild a hand faster than most attacks that size. The real design lever, though, is warp. Cast for its full cost, this is a slow, telegraphed engine that folds the moment it eats a Wrath. Cast for the warp cost, it enters cheaper, does its work through one combat step, and returns to exile before an opponent's sweeper can catch it: a one-turn draw burst with the recast still waiting for a later, safer commitment. That split turns a single card into two distinct plays, an early hit-and-run versus a committed board threat, and asks you to read the board before deciding which. The card that draws off combat damage is an old blue idea; the mechanic that lets you spend it in installments is what gives this one its shape.




