Wizard Class
A single blue buys a permanent that does almost nothing on arrival: the unbounded hand is a rider most decks ignore until the engine turns over. That inertness is by design. The Class chassis meters its power in installments, each level costing mana and resolving at sorcery speed, one rung at a time in order, so a player with enough mana can climb multiple rungs in a turn but never out of sequence. Level 2 is the burst, two cards stapled to the transition, a one-shot refill of the sort that once demanded a whole card to buy. Level 3 relocates the reward onto drawing itself, so from then on every card drawn feeds a counter onto a creature. The sequencing is easy to misread: because you reach Level 2 before Level 3 exists, the two Level 2 cards resolve while the permanent is still Level 2, predating the counter-maker and generating nothing. The payoff arrives only on later draws, where the tiers finally interlock. Because the Level 3 trigger cares about the act of drawing rather than what your hand holds, it rewards decks already wired to churn through their libraries, and the lifted hand-size cap keeps that overflow alive through cleanup while the loop hums. What opens as an afterthought resolves into a growth engine on every draw step, the level costs a private curve you ascend on your own clock.


