Hypersonic Dragon
The static ability is doing something stranger than a typical evasive beater: it rewrites when your whole sorcery suite is legal to cast. That clause turns every overloaded board wipe, every sorcery-speed ramp spell, every big haymaker into an instant-speed play, so it functions as a permanent on-board enabler for end-of-turn shenanigans rather than a one-shot effect like Quicken or the broader, colorless reach of Vedalken Orrery. The reason the design holds together is that the effect persists whether or not the dragon swings; once it lands, you can hold up a Wrath effect or a tempo-positive sweep with the same mana you would spend on counterspells, and let opponents commit to the board against the wrong line. The flying-and-haste body is what stops the card from collapsing into pure utility: it pressures life totals the moment it arrives, so five mana buys both a clock and a permanent shift in your sorceries' timing. That dual return is the tension worth running it for. The stat line alone is unremarkable on rate, and the ability alone does nothing without sorceries worth flashing in, but together they reward the player who wants to threaten and bluff in the same window. It is the rare flier that earns its slot by changing the timing of your other cards as much as the size of your clock.





