Alandra, Sky Dreamer turns extra draws into a flying army. Drawing your second card in a turn creates a 2/2 Drake, and drawing your fifth boosts Alandra and your Drakes according to your hand size. A blue deck that can draw on several players' turns can build creatures without spending separate cards on each body.
Your normal draw often supplies the first card on your own turn, so one additional draw can make the Drake. On an opponent's turn, you generally need two draws to reach that same threshold. Instant-speed draw spells and activated draw engines help produce tokens around the table instead of only once during your own turn.
The fifth-card trigger is a combat payoff. A larger hand makes the temporary bonus larger, so a substantial draw spell before attacking can turn a modest group of Drakes into a serious threat. Drawing six or seven cards does not create another second- or fifth-card event that turn; those thresholds each happen once for that turn. Keep the timing and mana requirements in balance. Spending everything to draw cards may leave little protection for Alandra or the tokens, and the power bonus expires at the end of the turn. A spellslinger or draw-focused list can use her as a creature-based finish when the deck already has plentiful card flow. Establish a few Drakes first, then plan a draw sequence that reaches the fifth card while there is still a useful combat ahead.






