Franklin Richards, Ascendant
Discover has always rewarded a top-heavy curve, and this build turns it to the ceiling: discover 6 is the deepest window the keyword offers, wide enough to flip nearly any spell short of the biggest bombs. The gate is what shapes the card. The trigger fires only if you've already cast a noncreature spell this turn, and it waits until you move to attack, so the payoff is welded to a specific turn sequence rather than riding along the moment a random 6/6 lands. That single condition does the balancing work: it asks you to spend the front half of your turn on something noncreature (an instant, a sorcery, an artifact, an enchantment, a planeswalker) before the body earns its keep. And because discover lets you either cast the hit for free or tuck it into your hand, the reward bends toward spells you're happy to resolve at flat cost while leaving you an out on the ones you'd rather cast on your own terms, X-spells among them, since a free cast would set X to zero. The sequencing is generous where it matters: cast your noncreature spell in the precombat main phase and the trigger still resolves once combat starts, no attack required, so the discover fires whether or not the 6/6 swings. Connect that loop and the body becomes an engine that manufactures a fresh spell every turn you can afford the setup.

