Gregor, Shrewd Magistrate
Skulk and card draw pull in opposite directions on this body: the more power you pile on, the more cards connect for, but the less evasive it becomes, since skulk keys off power rather than a fixed number. That is the wrinkle worth sitting with. A pump spell here is not just extra damage; it widens the draw but simultaneously grows the pool of creatures big enough to block. The 1/3 base is deliberately meek: at native power it draws a single card yet dodges nearly everything, so the design pushes you toward auras, equipment, or anthem effects to unlock the payoff. The evasion clause is unusual among draw-on-damage creatures, which historically leaned on unblockable grants or flying to guarantee the trigger. Skulk instead makes evasion a function of the same stat that scales the reward, so every point of power invested does double duty. The tension the card resolves is the classic problem with combat-damage draw engines: they demand a body that both survives and connects. Gregor answers by tying connection to investment rather than to a keyword you have to supply separately, which is why the 3-toughness backside matters more than the meager power. It wants to stick around long enough for you to make it a threat worth drawing off of.

