Harnesser of Storms
The 1/4 body is the tell. This is not a creature built to attack; it is an engine wearing a creature's clothes, and the toughness is there so it survives a turn cycle in a deck that would rather cast spells than trade blows. The impulse-draw trigger fires on noncreature spells, which is the usual spellslinger tax, but the "or Otter spell" clause quietly folds tribal aggro into the same engine: a deck full of cheap Otters keeps the card churning even between instants and sorceries. The real design lever is the once-per-turn clamp. Without it, a busy spell turn would let you chain exile-and-play into an uncontrollable snowball; with it, every turn buys exactly one extra card, and the skill is deciding which spell earns the trigger. Because the exiled card must be played this turn, the payoff is speed rather than storage: you are converting tempo into raw card selection, and the untapped mana to actually cast what you flip is the resource that keeps it honest. Red's card-advantage engines have always traded permanence for velocity, but where most ask you to discard first or gamble on a blind flip, this one simply asks you to keep casting. The reward scales with how spell-dense the deck is, which is precisely the deckbuilding question it was printed to pose.
