Runewing
The trade is the whole pitch: you pay a body's full price up front and get paid back when the body is gone. A 2/2 flier for four is below the curve on its own, deliberately so, because the death trigger reattaches that lost value the moment the creature trades, chumps, or eats a removal spell. What it really sells is removal-proofing for a tempo plan. An opponent who kills it draws even on the exchange but never gets ahead on cards; an opponent who ignores it takes evasive damage on a schedule. That makes it stickier than its stat line, since the only way to deny the cantrip is to exile or bounce it rather than kill it. This is the cantrip-creature template at its most honest: the floor is "I drew a card and made you spend a removal spell on a chump," and the ceiling is a few flying points before it dies into a fresh card anyway. The design lives entirely in the death clause being unconditional, so any block, any sacrifice, even a board wipe, all turn into a draw step. It asks almost nothing in return: just a willingness to attack into the air and trade freely. That is the low-friction value blue commons have always used to keep a tempo curve from running out of gas.
