Ice-Fang Coatl
Snow was the pretext, but flash-flying-cantrip is the design. Strip the deathtouch clause and you still have a two-mana instant-speed body that replaces itself, flies, and holds up interaction on the turn you play nothing else. That package collapses two card slots (a threat and a cantrip) into one and never costs you tempo to deploy, which is enough to earn a slot in fair blue-green decks on its own. The deathtouch rider is the incentive layer bolted on top, and its cost is steeper than the rate suggests: it demands three other snow permanents in play, four snow permanents counting the Coatl itself, before the 1/1 becomes a flying wall that trades with anything and blanks combat math. That threshold is how the design taxes the card's ceiling. The body is fine bare and quietly excellent once the snow manabase is fully online, so committing to snow reads as a reward you unlock over the course of a game rather than a deckbuilding tax you pay up front. What holds the design together is how much it packs into a fragile frame while keeping every line upside: flash dodges sorcery-speed removal and ambushes an attacker, flying blocks evasive threats or chips in, and the enters-the-battlefield draw means it is never dead even when held to end of turn purely as an end-step blocker. The snow requirement is the only thing keeping this from being a pure rate card.






