Childhood Horror
Threshold made graveyard count a deckbuilding resource, and this is the build that pays you for filling it: a 2/2 flier that swells to a 4/4 evasive clock once seven cards have piled into the bin. The clause that pays for the upgrade is the loss of blocking, which reframes what the threshold ability actually does. Before threshold, you have a flexible body that can hold the ground and trade in the air; after, you have committed to the race, a creature that can only attack and can no longer sit back on defense. That is a deliberate inversion of the usual threshold reward. Most members of the mechanic simply got bigger or gained an ability; this one trades a dimension of its game for raw aggression, so the card grows more powerful and more single-minded at the same moment. It rewards a deck that wants the graveyard to fill anyway and intends to be on the offensive when it does, the self-mill-into-beatdown shell threshold was built to enable. The flying matters most before the switch flips, when blocking is still on the table; once the +2/+2 lands, the evasion is purely a way to push damage past a clogged board. A small, honest piece of the Odyssey graveyard-matters project, built to make you feel the cost of crossing the threshold rather than just the benefit.
