Lightning, Security Sergeant
A red three-drop that turns combat damage into card advantage, built around the impulse-draw pattern Wizards has leaned on for aggressive red since the mechanic stopped being a one-off curiosity. The wrinkle here is the duration clause: most impulse effects give you until end of turn, or until the start of your next turn, to spend what you exiled. This one keeps the window open for as long as the body survives, which converts a single connection into a stockpile that grows every combat step rather than a use-it-or-lose-it draw. Menace is the enabler, not flavor text; it is the cheapest way to keep this 2/3 swinging into the kinds of board states where a lone blocker would otherwise stop the engine cold. The design tension is deliberate and clean: every turn the creature lives is another exiled card still waiting to be cashed in, and every removal spell pointed at it strands whatever you have not yet played. That makes it a body the opponent has to answer on a clock, not at leisure, which is a rare structural position for a threat this small. The whole package is a study in how much pressure you can load onto a fragile early creature when the payoff scales with patience rather than evaporating at the end step.


