Psionic Snoop
Flash on a body this defensive is the whole trick: a 0/3 that ambushes into play during an opponent's combat, walls an attacker, and rummages toward its next threat in the same motion. Connive on entry is where the two halves meet: a one-time loot that hardens the wall into a 1/4 whenever you had a nonland card worth pitching. That coupling is the design's cleverness, because cashing in the filtering and stiffening the body are the same trigger; you improve your hand and shore up the ground you are holding in a single resolution. The discard obligation baked into connive is what keeps the growth contingent, though: a hand clogged with lands leaves you with a naked 0/3 and no counter, so the +1/+1 only lands when your hand is actually cluttered. Rogue carries a little tribal weight, but the card reads more cleanly as a flash-speed value creature that happens to defend, a modest entry in the lineage that folds card selection into combat presence rather than treating them as separate slots. Because the connive fires only once, it is not an engine but a single well-timed transaction: draw toward action, blank a turn of aggression, and bank one counter for the trouble.
