Fear of Failed Tests
A 2/7 that wants to attack is a contradiction most designers avoid, and this one leans into it. The seven toughness is the whole apparatus: it lets a two-power body walk into a red board and survive, sit through a swing back, and connect on the crackback turn without dying to the blockers it just ignored. The payoff scales with power, not with the attack itself, so the card is built to be pushed. Give it evasion or a temporary power boost and the two-card draw becomes five or six, all off a creature the opponent has no efficient way to trade with in combat. That asymmetry is the point of the toughness-heavy stat line: red-based aggro can chew through a 2/7 eventually, but rarely fast enough to stop the card advantage from piling up, and a control shell can hide behind it as a defensive wall until the moment it wants to turn the corner. Blue has printed combat-damage engines before, most of them wanting a big attacker that has to punch through; this one wants a stubborn one instead. The design trusts that a creature which refuses to die in combat is worth more to a card-advantage plan than one that hits hard once and gets blocked into the dirt.
