New Prahv Guildmage
Two activated buttons, both aimed at the same target: combat. The five-mana line is the headline, a repeatable way to neuter a blocker before you swing or freeze an opponent's value engine during your own window, and pricing it as an ability rather than a spell lets the lock compound for as long as the mana holds. The point is that it never kills anything; it shelves the threat for a turn cycle, which is the whole personality of Azorius interaction in this era, a guild that stalls the game rather than dismantling it. The flying line reads like an afterthought next to the detain side, but it quietly pushes evasive damage through a clogged ground while the lock dictates which creatures are even allowed to cross the red zone. One button opens a lane, the other closes one. The fragile body sits between them as the price of admission: nothing protects this Human Wizard, and it folds to almost any removal an opponent draws, so the engine only starts paying off once it survives long enough for the taxing to begin to bite. Everything about the design bets that the table never finds the answer before the lock tightens.
