Atmosphere Surgeon
The oil counter here does something quietly unusual: it turns a spellslinger's whole game plan into a stockpile of evasion. Each noncreature spell loads another counter, and every counter is a one-time grant of flying to any creature you choose. The two halves feed each other, which is the constraint doing the work. Cast nothing and it is a 2/1 with no ability worth activating; lean into a deck full of cheap instants and sorceries and it becomes a bank of flying grants that can push a fatty over a stalled ground line, or slip damage past a wall of small blockers. Flying is not unblockable, of course, so a defender with flying or reach still eats the attacker; the counters buy evasion, not immunity. The sorcery-speed clause is what keeps it from becoming a combat blowout: you cannot flash flying onto a blocker to trade up, and you cannot ambush an opponent's alpha strike on their turn. The evasion has to be committed on your own main phase, telegraphed, as part of an attack you already intend to make. That timing restriction reframes the counters as a resource for offense rather than defense, which fits the aggressive Wizard body it sits on. It is a payoff that asks the rest of the deck to fill it, and each charge is small, but the logic is clean: the more spells you were already casting, the more reach this quietly accumulates.
