Scarlet Witch, Chaotic Avenger
Combat-damage impulse draw is a well-worn Izzet template, but the framing here is unusually patient: the two cards you dig into do not have to be spent the turn you flip them. They stay exiled face down under this flyer, and every subsequent connection adds to the same pile while letting you cash in one Hero or noncreature spell for free. That turns a single evasive body into a persistent, growing reserve rather than a use-it-or-lose-it burst, and the deck that gets the most out of it stocks its top end with expensive noncreature payoffs the card can drop in for zero. The 3/3 flyer is the delivery mechanism, not the point; the design assumes it will connect more than once, and each hit compounds because unspent exiles carry forward. The narrow lever that stops it from casting anything is the type restriction: creatures other than Heroes stay locked in exile, so the free spell is a bomb enchantment, a haymaker instant, a game-ending sorcery, or a Hero, never a random body off the top. That constraint pushes the list toward a specific shape, where the impulse pile is a curated stack of high-impact spells rather than a lottery. It is Izzet spellslinger philosophy translated into a combat trigger: prize evasion, prize a spell-dense list, and let the value snowball as long as the flyer keeps getting through.

