Dream Trawler
A control finisher built to close every door at once. The design problem with a six-mana top-end in a slow deck is that you draw it in the games where you are already ahead and you never draw it when you are getting run over: it is either a win-more card or a dead card. This Sphinx answers that by folding attack, protection, and card advantage into a single body. The attack trigger refills your hand, which feeds the draw-triggered pump, which turns a 3/5 into a real clock while the lifelink pulls you out of burn range on the swing. The hexproof activation is what makes it stick: for the cost of a card you already have too many of in a control shell, it dodges targeted removal and taps itself, so the protection is priced against your own tempo rather than given away free. What emerges is a finisher that is nearly impossible to answer at parity, since spot removal bounces off the discard shield and mass removal is the only clean out, but one that also stabilizes a board you are losing thanks to the flying lifelink body. The tension it resolves is the oldest one in control: a threat that is both hard to interact with and hard to race, without asking the deck to change what it does before turn six.




