Expedition Diviner
The conditional death-trigger is where the design lives: an evasive body that replaces itself when it dies, but only while a second Wizard is on the board, which turns an ordinary flier into a reason to commit to the tribe. The templating is the quiet part. Because the "when this creature dies, draw a card" clause is attached by the phrase "this creature has" under a running condition rather than printed unconditionally, an opponent who kills the other Wizard first denies the replacement entirely; the trigger simply is not present when this one dies. That fragility is unusual among self-cashing creatures, where the payback is normally guaranteed no matter what. Here it hangs on a board state your opponent is allowed to attack, and a well-sequenced removal spell on the wrong creature strips the value before you ever spend the flier. Built as a common-rarity glue piece for a Merfolk-and-Wizard synergy shell, its job is to make the tribe's chip damage in the air feel less disposable: trade it in combat, chump a bigger threat, or feed it to a removal spell, and the loss softens into a card so long as the tribal density holds. It asks you to already be doing the thing it rewards, which is the honest bargain of a build-around common: unremarkable on its own, quietly efficient once the deck around it exists.

