Feywild Caretaker
Most cards that grab the initiative do it with cheap, evasive bodies built to hold the badge: fliers, deathtouchers, anything that survives a combat step and keeps the crawl-triggers flowing. A 3/4 is a strange choice for that job. It neither dodges blockers nor punishes attackers, so it can't defend the initiative the way the mechanic's usual carriers do. The design answers that gap with the end step: every turn you still hold the initiative, a 1/1 blue Faerie Dragon flier joins the board, and those tokens become the wall the base body can't be on its own. Throw one in front of the next challenger, keep the badge, make another next turn. The loop is self-reinforcing: the initiative feeds the tokens, and the tokens defend the initiative. What makes it unusual is the color it lives in. The initiative was a badge the aggressive colors chased hardest, since the whole point is racing to strip it off someone in combat, and a blue payoff that reads as slow fortification rather than a sprint for the badge is a genuine outlier. Once you've claimed it, this isn't a race at all. It's a picket line of evasive bodies that doubles as a clock, holding the initiative less by dodging combat than by drowning it in fliers.
