Fleeting Effigy
A two-power haste one-drop that swings the turn it lands and then bounces itself back to hand at the end step, and the return clause is the whole trade rather than an accident. Most self-returning creatures are value engines: they want to be recast so a battlefield-arrival ability fires again. This one has no such trigger, so the return reads as pure downside on paper, a reset that costs a mana and a card in hand each turn you keep it. What it actually buys is a body that refuses to sit still long enough to be answered. Because it leaves the battlefield at your own end step, a removal spell held for your opponent's turn finds nothing to target: the clock is back in your hand by the time they get priority then. Sweepers catch it only if it happens to be out, and it can never be tapped down, stolen, or neutralized past the turn you commit it. The firebreathing at three mana turns each combat into a mana sink, so the same 2/2 that pressures early can hit for real once the game slows and your lands outstrip your other uses for them. It is a creature built to attack, leave, and return rather than to stay and accrue value: a narrower job than the return-to-hand template usually implies, but a cleaner one, a recurring clock a slower deck struggles to remove for good, with the pilot paying for that resilience turn after turn.
