Annie Flash, the Veteran
Flash is doing more here than dodging sorcery-speed removal: it's the switch that arms the whole card. The enters-the-battlefield reanimation only fires if you cast this, so any flicker or token-copy trick that puts the body onto the battlefield without a cast leaves that trigger cold. Cast it on an opponent's end step and you reach into the graveyard for a permanent of mana value 3 or less, returning it tapped before you untap into your own turn. What sells the loop is the second ability, which keys off the creature becoming tapped rather than attacking. Any tap outlet (an attack step, a convoke cost, a crew requirement, a tap-to-activate cost) exiles the top two cards and hands you a one-turn window to spend them. Divorcing the payoff from combat is the clever part: a 4/5 that would rather not race can instead feed a tap engine that refills your hand while the reanimation restocks the board. The two triggers pull toward different builds (one wants a graveyard stocked with cheap permanents, the other wants repeatable ways to tap her on demand), and the tension between them is the deckbuilding puzzle. She reads as a value midrange piece, but the ceiling scales with how many independent tap effects you can stack around a legend whose reward comes from being tapped as often as possible.



