Kykar, Zephyr Awakener
The original Kykar traded noncreature spells for Spirits, one per cast, and let you sacrifice those tokens for red mana to keep a Jeskai storm chain fueled. This redesign keeps the Spirit half and swaps the mana-sink clause for a blink: instead of feeding the count, you can flicker another creature you control on every noncreature cast. That single change reorients the card from a Jeskai spellslinger engine into an Azorius value manufacturer. The blink is the more interesting mode, because it fires on the same event that used to just make bodies, so every cantrip, every removal spell, every counterspell now doubles as a way to re-fire an enter-the-battlefield trigger, or to protect a threat from targeted removal by exiling it in response. But it is a slow blink: the creature stays gone until the next end step, so it saves your board from a spell yet leaves you a body short until then, and it cannot flash a creature back to swing a combat already in motion. The two modes are exclusive: you pick a Spirit or a blink, never both, and that restriction is what stops a 3/4 flier from turning every spell into unbounded advantage. Each cast forces a read of the board: another flier to press the air, or a value trigger squeezed out of a creature already in play. Both halves scale with how many noncreature spells you can string together, keeping the card in the same design lineage as its predecessor even as the colors and the payoff shift underneath it.





