Beast, Erudite Aerialist
The draw payoff is unconditional: connect with Beast for combat damage and you draw, no counter required. What the counters buy is the ability to connect in the first place. Flying switches on only if you've put a +1/+1 counter on him this turn, which means the evasion is not a permanent state but a per-turn expense: keep feeding him and he clears the air over a stalled board; skip a turn and he's a groundbound 3/3 that a single blocker can wall off, quietly denying the trigger by denying the hit. The two lines interlock through the same resource. The counter that grants flying is the counter that grows him past whatever's left to block, so each one does double duty, buying both the attack step and the size to survive it. That reset every turn is the real ask. This design wants a steady drip of +1/+1 counters (proliferate, small repeatable adders, enters-the-battlefield sprinklers) rather than one enormous pump that overshoots and then leaves him grounded next combat. Green-blue is the honest home: blue supplies the counter-matters card advantage the second line pays out, green supplies the counter generation the first line consumes. The flying condition is the throttle that keeps a repeatable draw engine tethered to ongoing effort instead of coasting on a single setup turn.
