Warriors' Lesson
Green's recurring deal: it can refill its hand, but only by connecting in combat. This is that bargain rented for a single turn, stapling the combat-damage draw trigger onto two of your creatures instead of building it into a permanent. The entire design lives in the timing. Cast it before combat and you commit to attacks that must land; hold it to instant speed after blocks are declared, once you already know which creatures are getting through to the player, and the gamble nearly vanishes. One mana for two cards is a spectacular rate when both attackers connect, and exactly zero cards if both get chumped: that is the failure state the card quietly threatens. That asymmetry, enormous when the board cannot block and dead when it can, is the cost the efficiency is charged against, and it explains why the effect has always wanted creatures with evasion or sheer width rather than a single fragile beater hoping to survive a swing. The mechanical idea predates this printing: green drawing cards by hitting face, with the draw tied to bodies already committed to the attack. What this version adds is the freedom to choose your moment, turning a static keyword into a reactive instant you only spend once the math is settled in your favor.

