Eagle Vision
At full cost, drawing three cards for five mana is a rate the game left behind years ago: this is what a card-advantage sorcery paid before efficiency became the default. The whole design lives in the discount. Freerunning is a combat-gated alternative cost, unlocked once you connect for damage with the right attacker that turn, and it collapses the five-mana price down to two. That condition is the balancing act: it turns a mediocre draw spell into a genuine payoff for a deck already committed to landing an aggressive body. Because this is a sorcery, the sequencing is deliberate: you swing, resolve combat, then reload in your second main phase, spending the post-combat window while the enabling condition still holds. Freerunning answers an old tension around evasive-aggro card advantage, where the deck that connects most is usually the deck with the least gas left to press its lead. Rather than stapling the refill to a creature or to a keyword like ninjutsu that redeploys the body, this rewards the swing itself and lets a main phase reload for a fraction of the sticker price. The lineage runs through every "you already hit them, here is your reward" effect, but this one keeps the payoff purely in the card economy: no tempo swing, no bounce, just three fresh cards for the deck that earned the discount.

