Master of Winds
The 1/4 body is the giveaway: this is a wall with a spell-fueled offensive switch bolted on. The enters-the-battlefield loot digs two deep and pitches one, netting a card while smoothing a spell-heavy opening hand, and the flying frame parks behind it to outlast early aggression. The toggle repackages the old "become a beater" trick as a triggered switch, keyed to something you were already going to do: cast an instant, a sorcery, or a Wizard spell, and you may flatten the body to 4/1 to swing for real, or point it the other way to 1/4 to hold the ground. The honest constraint is duration. The change lasts only until end of turn, so a body pushed to 4/1 reverts to a 1/4 on its own at cleanup, no second spell required to reset it. That expiry matters most on the defensive turns where you never toggled at all: leave the creature at its printed 1/4 and it blocks a whole class of attackers a 4/1 would trade with and lose to. The switch is a choice you make when you want to attack, and the automatic revert means a single stray flip on your own turn does not strand you as a fragile blocker later. The design only earns its keep inside a shell casting cheap spells every turn, feeding the trigger to reshape the body toward whichever job the board demands. Keying the trigger to the Wizard type, rather than a generic creature clause, quietly names the tribe it was built to captain.




