Speed, Young Avenger
Evasion tied to your spell count is a familiar red-adjacent idea, but the wrinkle here is that it launders through the haste keyword twice: the trigger only protects a creature that already has haste, and only creatures with haste can block it back. That double gate turns an ordinary spellslinging shell into a small tribe. Every burn spell, every cheap cantrip, every noncreature artifact becomes a toll (one mana per cast) to steer a hasty threat past most of the ground, and the creatures worth steering are exactly the ones this deck is already leaning on: its own hasty attackers. The self-referential body matters too. This is a 2/2 with haste that can point the ability at itself off any noncreature spell, so a single cheap cast the turn it lands lets it slip past everything but an opposing haste blocker, which most decks simply do not field on defense. The optional payment is the pressure valve that keeps it from running away: you only get the effect when the mana is free and a qualifying target exists, so it wants a low curve and a dense noncreature count rather than raw goodstuff. What it rewards is a build that treats every spell as a combat step, chaining cheap noncreature cards not for their individual effects but for the repeated triggers, each one threading a haste creature through an unguarded lane and closing the game a few points at a time.

