Geyser Leaper
Waterbend works like a convoke discount pointed at a generic cost: the headline four is priced high on purpose, because every creature and artifact you tap while paying it shaves a generic off the top, so the true cost bends toward zero as your board fills out. That reframes the ability from a clunky afterthought bolted onto a five-drop into a repeatable filtering engine that gets cheaper precisely when you have the most fodder to feed it. Each activation is a single loot (draw one, discard one), a modest effect on paper, but repeatability is the whole point: blue is a color known for one-off, instant-speed selection, and it rarely gets a version it can run again and again, so the tax is what keeps that repetition from being free. The design nudges blue toward a go-wide midgame posture rather than the reactive draw-go stance it usually adopts, since the more permanents you deploy, the more the ability costs nothing but a few taps. The 4/3 flying body earns the mana while the ability idles: it pressures life totals and holds the air, so a turn spent smoothing your draws is not a turn spent doing nothing on the board. Handing a filtering color a repeatable filter without making it trivial is the problem here, and the answer is to charge a lot up front, then hand you the tools to stop paying.
