Graviton, Fundamental Force
Card advantage in blue has drifted from single big draws to a steady drip of cantrips, loot effects, and extra-draw enablers, and any deck stacking those tends to hit its second draw of the turn without trying. This design turns that incidental milestone into a repeatable point of interaction. Neither mode is flashy on its own: granting flying pushes a swing through a clogged ground, and the tap can slip a blocker off the board before combat, freeze a mana creature at the wrong moment, or keep an opposing attacker home. The axis it lives on is the part worth reading. The 3/3 body is a placeholder; the real cost is a deckbuilding commitment to hitting the second-draw threshold every turn, which quietly shapes the whole list around cheap draw and forces the recurring choice between spending that trigger on offense or defense. The evasion mode leans toward your own combat, so the flying grant matters most when the second draw lands before you attack, though it can also push a swing through or lift a blocker on an opponent's turn; the tap works whenever you can arrange an extra draw, so any card that draws on an opponent's turn converts into a free tap right when a blocker or attacker is about to matter. It is a modest rate attached to a discipline: the kind of card that idles in a list drawing one card a turn and bends the combat math for anyone willing to build around outdrawing themselves.
