Infernal Pet
A 2/2 for three that starts below rate and asks you to earn the difference twice over: once by chaining a second cast in a turn, and again by the way it splits the reward. The counter it earns is permanent; the flying it earns expires. That asymmetry is the whole design. Prowess-style shells hand out a bonus that evaporates at cleanup, but here half the payoff compounds instead, so a body that begins as an underwhelming blocker slowly becomes a genuine threat over a grinding board, provided you keep hitting the cadence. Miss it and you have an overcosted grounded Imp doing nothing. The permanence of the counters also disciplines your sequencing in two directions: you have to hold a cheap spell in reserve rather than emptying your hand, and you have to fire that spell before combat, not after, or the evasion is wasted on a turn you never swing. It rewards decks built to reliably chain two casts a turn and sits inert in a deck that can only manage one cast at a time. What makes it more than a prowess retread is that the reward for playing the game its way doesn't reset: every turn the quota is met, the Imp is permanently a little bigger, so even the turns nothing else happens tilt the board your direction.
