Vaan, Street Thief
Impulse-draw off combat has been a red staple since the color started borrowing from the top of an opponent's deck instead of its own, but the pump clause turns theft into a self-reinforcing loop: casting a spell you don't own grows every Scout, Pirate, and Rogue you control. The two triggers run along a single axis. Combat damage exiles a card from the player who took it and offers it to you; casting that stolen card fires the counter, so the tribe hardens into a wider board that connects for even more theft next turn. The design pushes you to attack wide with the exact creature types it buffs rather than to shelter one big threat. The Treasure clause is not fuel for the same turn's theft, and that is the important detail: resolution forces a clean either/or. You cast the exiled card immediately, or you decline it and make a Treasure instead. There is no window to mint the token first and spend it on the card you just passed on, so the Treasure is consolation for cards you can't afford or don't want, not a ramp toward them. The 2/2 body is the price of the whole apparatus. This wants to be swinging early and often, going low and going wide, and the engine only turns over if the damage lands: the entire plan lives or dies on connecting.




