Mob Lookout
The whole point of this design is that the connive doesn't have to happen on itself. The 0/3 body enters and points the loot-and-grow trigger at whatever creature you already control, which means the +1/+1 counter can land on something that actually wants to attack while the Lookout stays home doing wall duty. That split (a defensive shell that upgrades an offensive threat) is the wrinkle worth naming: connive on a fresh 0/3 is nearly wasted, since a wall with a counter is still a wall, but connive routed onto a two-power creature with evasion is a real tempo swing dressed up as card selection. It also folds neatly into the graveyard: the discarded nonland is fuel for whatever cares about cards leaving your hand, and the loot smooths draws while the counter accrues. The hybrid pip is doing quiet work too, letting the card slot into a mono-blue tempo shell or a mono-black grind pile without asking for both colors, which is exactly the flexibility you want from a two-drop whose value is entirely in the enters trigger rather than the creature that carries it.


