Master Pakku
The mill trigger keys off tapping, not attacking, which is the design detail that decides everything about how this card plays. Any tap works: a convoke cost, an activated ability, an opponent's frost effect freezing it down, and of course a swing into the red zone. That opens a self-mill engine most tap-payoff creatures never reach, because the number milled scales with Lesson cards sitting in your own graveyard rather than on the battlefield or in hand. Fill the yard with Lessons first, then convert that count into a repeatable mill every time the 1/3 body taps. Prowess is the connective tissue: the noncreature spells that pump the toughness up are frequently the same spells feeding Lessons into the graveyard, so both abilities pull in one direction without either being load-bearing alone. The catch is the floor. With zero Lessons in the yard, the tap trigger mills nothing, leaving a graveyard-dependent payoff wearing an aggressive keyword. This is not a beater with a bonus; it is a mill engine that happens to swing, and the graveyard has to be primed before the engine turns over. What makes the card idiosyncratic among prowess two-drops is that its best turns come from tapping without attacking at all: a convoke outlet or a tap ability can fire the mill in the same turn the spell fuels prowess, decoupling the payoff from combat entirely.
