Fleeting Spirit
Three power on the second turn is a real clock, but the single point of toughness makes this Spirit an unusually breakable one: a chump block, a stray ping, or any sweeper that clips the board threatens to erase it before combat resolves. The blink is what keeps the aggression sustainable. Pitch a card and the Spirit flickers out until the end step, sidestepping targeted removal mid-combat, ducking a wrath, or simply undoing a bad attack. What is notable is where the cost lands: aggressive white decks have always paid for threat protection in tempo, holding up mana or committing a second card to the battlefield to defend the first. Here the protection is folded into the creature and priced from the hand instead, a resource the aggressor tends to flood past midgame anyway. The first-strike mode is the poorer relation, gated behind white mana and three exiled graveyard cards, drawing from a pool nothing else in the deck is doing much to fill. Both activations spend to keep the beater alive, which turns each turn into a small accounting question: press now, or bank the resource for the block you will need later. The self-defending white beater has been an ambition for a long time, and this one solves it by charging for survival at the moment an aggressor is least likely to notice the bill.

