Primal Boost
Most pump spells force a choice between the trick and the card draw: hold it for combat and risk drawing it dead, or pitch it and lose the effect entirely. The cycling clause here pays out either way. Cast it for the full +4/+4 when the board demands it, or cycle it to draw and still send a creature +1/+1 on the way out. That smaller bonus is the clever part of the design: it means the card is never truly inert. A late draw that would have rotted in hand as a combat trick still replaces itself and can push a point of damage through, swing a marginal block, or finish a creature already chipped down. The dual mode costs the same either way, so the choice stays situational rather than a mana question. It comes from an early-era batch of common cycling pump spells, built to give green decks flooding on tricks a release valve. The structural lesson is durable: tying a minor on-cycle effect to a removable card converts dead draws into live ones, a template later cycling cards in other colors would borrow and refine.

