Thundering Djinn
The attack trigger reads like a burn spell wired directly to your draw step, and that dependency is the entire wager. On a normal turn the count sits at one (your draw step alone puts a card in the tally), which is nearly nothing; every point past that comes from cantrips, card-draw engines, and cheap spells resolved earlier in the turn. So the 3/4 flier is only nominally a beater: a fine clock, but the payoff wants a turn where you have already sculpted several cards into hand, converting a build-around draw shell into reach the deck otherwise lacks. It rewards the loose-hand, low-curve play pattern that empties the library, then cashes all of it out on the swing rather than one card at a time. The lineage is the Niv-Mizzet school of turning card advantage into direct damage, but where those engines fire on every draw regardless of combat, this one gates the reward behind attacking, so it wants a board presence the flying already provides and a draw count the deck has to manufacture. The scaling has no ceiling, which is the point: the trigger checks the number of cards drawn this turn when it resolves, not when attackers are declared, so a cantrip or draw spell held for the combat step (even one cast in response to the trigger itself) still feeds the number. Swing without doing the work and it pings for a single point; do the work at instant speed and the damage keeps climbing after the arrow has left the bow.

