Kutzil's Flanker
The flash-in modal design lives or dies on the fact that you pick after seeing the board, and the three choices point at three completely different game states. The first mode wants a sacrifice deck already humming: it counts creatures that left play under your control this turn, so an empty turn leaves you with a plain 3/1 body while a busy aristocrats turn can flash in a genuine threat. The second mode is the fallback for when nothing died: two life and scry 2 is the "I just needed a blocker anyway" line, and the scry smooths the next draw. The third is pure hate, exiling a graveyard at the exact moment it matters, in response to a reanimation spell on the stack, because flash lets you hold it until the crackback rather than committing to proactive graveyard interaction up front. That last clause is what pulls the card past a synergy piece: most graveyard exile is either a cost you pay before you know you need it or an effect that arrives too late, but a creature that can sit in hand and answer the yard mid-turn folds the hate into a body you were happy to cast anyway. The 3/1 frame keeps the whole package honest; it dies to almost everything and cannot be leaned on defensively, so the value is front-loaded into the entry trigger and the timing you get to choose it.



