Scrounging Skyray
Cycling has always carried a quiet contradiction: the card best at replacing itself is the one you least want stuck on the battlefield. This design leans into that tension from the other direction, turning the act of discarding into a growth engine that rewards you for treating your hand as fuel. The flying body starts as a modest evasive blocker, but every discard you make (a cycled land, a rummaged spell, a looted card, a hand dumped to some payoff) stacks +1/+1 counters here, and the trigger counts the whole batch at once rather than one card at a time. Discard three, get three. That batching is the crucial wrinkle: the counters scale with the density of a discard, not merely how often you discard, so a single big-discard effect can swing this into real threat range in one motion. The cycling on the card itself is the fallback clause, the same self-replacing safety valve that has kept marginal creatures in decks since the mechanic first appeared; if the discard-matters shell never comes online, it simply becomes a card. The deeper idea is a color trying to make its card-filtering do double duty: blue spends a lot of ink on drawing and discarding as a neutral action, and this asks that churn to also build a clock, converting the byproduct of filtering into a body that actually ends games.
