Champion of the Path
The 7/3 body tells the truth about what this thing wants: it hits fast, it dies fast, and everything else on the sheet is built to burn faces before the toughness catches up. The behold cost is the wrinkle worth sitting with. Exiling an Elemental you control (or one from hand) is not a discard or a sacrifice; it is a loan, returned to its owner's hand when the Champion leaves the battlefield. That reframes the additional cost from a tax into a deferred value engine: you set aside a creature to power the spell, then get it back on the back end once the Champion is gone. And the payoff is the part that scales past the fragile frame. Every subsequent Elemental that enters throws its own power at each opponent as damage, so the card is less a beater than a converter, turning your board's entrances into reach. In a multiplayer game that clause reads differently than in a duel, but the structure holds either way: the Champion asks you to keep flooding Elementals onto the battlefield, and each one arrives with a burn spell stapled to it. The behold-and-return loop is what stops the reach from being free. You commit a creature up front, and you have to survive on three toughness long enough to bank what that commitment buys.


