Kinjalli's Dawnrunner
Double strike on an explore body is a variance play dressed as a beater. The explore trigger fires the same coin-flip every time: hit a nonland off the top and the 1/1 becomes a 2/2 with double strike, a four-power swing; reveal a land and you put the card into your hand instead, keeping the body at 1/1 while the double strike sits inert. That fork is the whole design tension. Double strike wants a power buff more than almost any other keyword (each +1/+1 counter it lands is worth two on the board), and explore is one of white's few counter-generators, so the two mechanics are genuinely built for each other. But the payoff is gated behind whether your library cooperates, which is the discipline that keeps the double strike from becoming a free anthem the moment it resolves. The card rewards decks that can top off the counter later: any pump, any equipment, any second explore trigger turns the inert 1/1 into a real clock, because doubling small numbers scales fast. Left to its own devices it is a body that either replaces itself or grows once, then asks you to do the rest. As counters-matter design it is honest about what it is: a keyword that punishes small bodies, stapled to a mechanic that fixes small bodies, sold at the rate of neither one being reliable on its own.
