Human Torch, Johnny Storm
The draw trigger is where the design puts its weight, and it carries a deckbuilding tax written into the conditional: the ping only fires while you control another Hero, so the card converts your own card-advantage engine into a clock only after you have committed to the tribe. A flying 2/2 for that deals one to an opponent on each of your draws is unremarkable in isolation; the tribal requirement turns it into a scaling reach engine that translates every extra draw into a point of damage, one at a time, so long as a second Hero stays on the board. The power-up is the late-game release valve, a
mana sink most builds will never comfortably reach, but the cost reduction is the wrinkle worth studying: a Torch that arrived this turn subtracts his own mana cost (
) from the price, so the
activation drops to
, letting a freshly cast copy grow into a 5/5 flier if the mana is there (a body that still has to wait a turn to attack, since nothing here grants haste). Because power-up activates once by rule, this is not a repeatable growth engine but a single burst best held until it decides a combat. Everything points back to the tribe: the ping needs a partner, the flying wants an aggressive board to carry it, and the power-up asks you to flood on mana rather than spread it thin. Built for a Hero deck that draws cards and wants those draws to close games.

