Draconic Disciple
A Gruul mana dork with a finisher bolted to the back end. The first ability is the workhorse: a two-power body that taps for any color, which is plenty of reason to run a creature like this in a deck that needs to bridge into something bigger. The second ability is the payoff that gives the card its name, but it is deliberately priced out of relevance until very late: seven generic mana plus the tap plus the creature itself, all spent to make a 5/5 flying Dragon. That is a steep conversion rate, and the design clearly intends it that way. The card is a ramp piece that promises to become a threat once the game stalls and you have mana to burn, not a threat that ramps. The tension between the cheap, repeatable fixing and the expensive, one-shot token is the whole point: you almost never want to sacrifice it, which is exactly why the option sits there as insurance for the games that go long. It is honest filler, a fixer with an escape hatch, built for the kind of grindy midrange shell where any-color mana early and a flying body late both have a home.


