Draconautics Engineer
Most engine creatures want their abilities to fire again next turn; this one is built to fire each ability exactly once, ever. Both activations use exhaust, which means each is a switch you flip a single time and never reset, so what would otherwise be a runaway value engine is converted into two one-shot activated abilities. The cheap charge spends a single red mana to grant your other creatures haste and grow this body by a counter, folding a team-wide tempo push and a self-buff into the same flip. The expensive charge turns four mana into a 4/4 flying Dinosaur Dragon, a single top-end payoff rather than a repeatable token stream. Nothing forces a choice between them; you can spend both over the course of a game. The discipline is in the sequencing, not in mutual exclusion. You decide when to cash the haste grant (early, on a board wide enough to make the alpha strike matter) and when to bank the mana for the Dragon later, knowing that each button, once pressed, is spent for good. That permanence is what keeps a two-drop capable of hastening your whole team and adding an evasive 4/4 to the board from spiraling out of control: two distinct clocks stapled to one small creature, each allowed a single tick. The reward goes to a low-curve, empty-hand plan that swarms fast enough to make the haste count, then leans on the Dragon as its closing play.





