Iymrith, Desert Doom
The two abilities are engineered to protect each other. Ward that only holds while untapped is the tension the whole design turns on: leave it back and it is nearly impossible to remove cheaply, but the card only earns its keep by connecting, and connecting means attacking, and attacking means tapping out of that protection. So the pilot is asked to choose, turn by turn, between a hard-to-kill flying blocker and a body that rebuys resources but bares its neck to sorcery-speed removal every time it swings. What makes the payoff worth the risk is the refill clause: combat damage draws a card, and if that leaves you under three, it tops you off to three. Against an empty hand that is a burst of three cards in a single connection, which turns a topdecking board stall into a fresh grip. The refuel-to-three floor is a smart bit of throttling too: it rewards the hellbent controller who has spent everything and does far less for the player already sitting on a full hand, so the reward scales inversely with how far behind you already are. A blue five-drop that both stabilizes the air and refuels the grip is a rare pairing in a color that usually charges for card advantage in tempo rather than stapling it to a 5/5.






