Leap
The cantrip-as-combat-trick template in its earliest, purest form. The design logic is that a one-mana instant doing only one of these things would be marginal: a temporary evasion grant rarely justifies a card, and a single blue mana to draw one card is a fair-but-dull rate. Stapling them together is the whole trick. The replacement draw means the spell never costs you a card, so an effect that would otherwise sit dead in hand against grounded boards becomes something you cycle away for value when flying does not matter. That two-faced flexibility (combat-relevant when you have a creature worth pushing through, a free card when you do not) is the entire point, and it is the structural ancestor of a whole family of blue cantrip tricks that followed: the design space of "do a small thing at instant speed, then replace yourself" runs straight through here. The flying grant itself is almost incidental; what the card actually trades in is information and tempo, letting you hold up a counterspell-shaped mana and decide at the last instant whether to convert it into reach over a blocker or just a fresh card. It is a humble piece of design, but a clean one: every word is load-bearing, and nothing on it is wasted.

