Psychic Frog
Three separate abilities, all fed by the same resource, stacked onto a body small enough to make you underestimate the whole package. The connect-and-draw trigger is old news for blue-black; what turns it dangerous is how the other two clauses feed each other. The discard ability trades cards in hand for +1/+1 counters, so a full grip becomes raw power on the attack, and the cards you pitch fall into the graveyard where the third ability spends them. Exiling three cards to grant flying is priced in graveyard fuel rather than mana, which means the pump ability is quietly stocking the pantry for the evasion ability, and the evasion ability is what lets the connect-and-draw loop actually start. A deck that leans into any one of these clauses ends up feeding all three. Left unanswered for a turn, it climbs from a chump-blockable one-power creature into an evasive attacker that refills your hand while it kills you, and the pilot sets the pace: dump the hand fast for a lethal swing, or drip cards in and grind. It resolves a long-standing design question about how to keep a small attrition-color creature relevant past the opening turns without stapling on a static keyword or a fixed pump: hand it a self-sufficient engine whose growth and evasion both run on the resources the deck already generates, and let the mana cost stay low because the real cost is paid in cards.





