Storm Fleet Spy
The clearest expression of why aggressive decks rarely run out of gas the way they used to. Raid bundles a payoff into the act of attacking, and this is the version that hands you a card: commit a creature to combat, then drop a body afterward that replaces itself. The sequencing is the whole technique. Cast it before combat and it sits there as a 2/2 with an inert line of text; hold it until after the attack step and the same mana buys a creature plus a card. That tension (do you develop now or swing first and develop second) turns a plain blue beater into a tempo decision, and it rewards a board that is already on the front foot rather than one trying to claw back. The design lineage runs through every cantrip-on-a-body creature blue has printed, but the raid clause narrows the reward to a specific posture: it pays out only for the player who was the aggressor this turn. That conditional does all the balancing work. A defensive deck gets an effectively blank 2/2; a proactive one gets a self-replacing threat that punishes it for not attacking. The card draws a line between the two stances and makes you pick a side before it hits the battlefield.

