Lotus Path Djinn
Prowess on a flier was the cleanest way to put a clock on a spell-heavy tempo deck, and this is the workhorse version of that idea: a 2/3 evasive body that swings for three, four, or more once you start chaining cheap interaction over it. The math is what makes the role obvious. A 2/3 that flies trades up poorly on its own, but every cantrip or burn spell you were already casting to control the board pumps it past the point where the defender's removal stays cheap, and the flying means those temporary buffs convert directly to damage rather than getting eaten in a ground stall. The three toughness matters more than it looks: it survives the incidental pings and one-toughness sweepers that punish smaller prowess creatures, so it sticks around long enough to benefit from a second and third spell. The design tension prowess always carries is the empty draw step, the turn where you have no noncreature spell to cast. Even then this one is not idle: it is still an evasive two-power attacker and a flying blocker, so the floor is a genuinely fine tempo piece rather than a dead card, while the ceiling scales with exactly the low-curve spell density the strategy wants anyway. It is the connective tissue of a tempo plan rather than its centerpiece, the threat that turns a fistful of one-mana spells into a finished game.
