Dragonfly Swarm
A creature whose power lives in your graveyard is nothing new (Tarmogoyf built a career on it), but restricting the count to noncreature, nonland cards specifically rewires the deck around it. This is a spells-matter payoff wearing a Dragon's body: every burn spell, cantrip, and counter you cast does its job and then banks power in the yard for later, so the same graveyard that grows the flyer also stocks the pilot's engine. The toughness stays pinned at 3 while the power scales freely, which quietly steers the card toward attacking rather than blocking: a growing threat that wants to be racing, not sitting back. Ward is the piece that turns a low-toughness scaler into a real threat rather than a removal magnet. It doesn't stop a board wipe, but it taxes the point-removal that a fragile attacker usually folds to, and forces spot answers to overpay before the swarm ever connects. The death trigger sits on a separate axis: it does not check the same pile that fuels the power total, but a narrower condition (a Lesson card specifically). So the graveyard that makes the body dangerous will not automatically cash the trade into a card; you have to have salted a Lesson away deliberately. That gap is the design tension worth noticing: the count that makes the flyer big and the subtype that makes its death rewarding are two different bets on what you feed the yard.
