That said, if someone can figure out how to make it work, it could be very effective at ending games early
When you do, you draw cards each time combat damage is dealt
Now you are swinging with a 2/2 double strike on turn four, dealing four damage, and hard to block as well
This enchantment is good enough that I'd jam it into any White +1/+1 Counter deck I'd make
This can lead to plenty of extra mill over the course of a long game, especially in Commander, where this adds each-opponent mill to any instances of single-target mill
Ideally, you would play a Bodyguard like Nani, Protective Sister or Pluto, Determined Defender the turn you quest with Lucky to keep him safe from challenges