Djinn of the Fountain
The modal spell-trigger is the whole idea here: rather than committing to one prowess-style effect, each instant or sorcery hands the pilot a fork, and the middle option is the one worth studying. Blinking itself is a defensive move that costs nothing but timing. Cast a spell, exile the Djinn until the next end step, and a 4/4 flyer walks out of range of a sorcery-speed removal spell, a board wipe, or a targeted burn effect, returning after the danger passes. That turns a fragile six-mana body into something a control shell can protect on its own turn, so long as it keeps casting. The other two modes fill the gaps: the growth line adds reach when the game wants to close, and the scry smooths draws in the grind when neither of the others is needed. What holds it in check is the cost of admission. The trigger fires only on your own instants and sorceries, so the card is inert unless the deck around it is built to keep the spell count high, and at six mana the flyer arrives late enough that it has to earn its keep through the trigger rather than the stats. It is a payoff pointed squarely at a spellslinger build, rewarding a specific kind of density rather than a generic value shell.
