Mystic Visionary
Threshold creatures of the early graveyard-matters era ran on a simple bet: fill your own bin past seven cards and a creature collects a free upgrade midgame. White's contribution to that arms race was mostly modest, and this one sits squarely in the modest tier. A 2/1 for two trades down against nearly anything on the ground; the flying it earns once the count hits seven converts it from filler into a steady two-point evader that nibbles past stalled boards and leaves a creature in the yard for threshold payoffs when it eventually dies. The tension is timing. White is the color least equipped to dump cards into its own graveyard quickly, so the flying clause asks a deck that doesn't naturally fill the yard to find another route there, usually through black or blue support. That mismatch is the honest limit on the design: a common-rarity reward for committing to the graveyard subtheme, a payoff that arrives only after the work is already done and offers nothing extra if it isn't. The effect is clean and the rate is fair for its slot; what the card never quite resolves is why a white deck would be seven cards deep into its own discard pile in the first place.
