Nimble Trapfinder
Two payoffs sit on one 2/1 frame, and they answer very different questions about how deep your class roster runs. The evasion clause is the cheap tax: recruit any single class creature during the turn and this thing swings through unblocked, so even a half-assembled roster keeps it connecting. The full-party trigger is the steep one, gating a board-wide draw anthem behind all four slots being occupied at once. That split is the whole reason party worked as a mechanic: rather than a binary that pays nothing until you complete the set, it wanted to reward incremental progress, and this card literalizes the gradient by pricing its two abilities at different depths of commitment. It does real work in a partial build and becomes a windmill once the roster fills. The trigger's placement matters too, since it fires before attackers are declared: you see the whole board with the draw clause already live, then commit swingers knowing every unblocked hit refills the hand. The catch is the body itself. Two power that dies to almost anything means the card can't force damage on its own; it leans on that evasion clause and, behind it, on a wide and class-diverse board where each turn adds another qualifying recruit. That dependency points squarely at the deck it belongs in: one built to churn out a steady stream of classes, where the anthem turns a swarm into a draw engine and the evasion keeps this particular Rogue in the red zone.




