Sunrise Cavalier
A haste-and-trample three-drop is already the kind of body that pressures the board the moment it lands, but this Knight's real assignment is solving an ignition problem baked into the day/night cycle. The cycle's payoffs reward transitions, yet the whole mechanic sits inert until something first establishes day or night; here, the entry clause does exactly that, flipping the world to day if neither state exists. That is a setup step, not a payoff: it does not itself count as a transition and so drops no counter. The counters come later, from every subsequent swing of the cycle (day becoming night, then back again), each one a permanent +1/+1 landing on a creature you control. The elegance is that a single card supplies both the on-ramp and the engine that on-ramp feeds, so the reward no longer hinges on drawing a separate transition enabler alongside it. Hold tempo long enough to keep the sun and moon trading places and the board compounds, the counters accreting on whatever most needs to break through a blocker. It wants a fast two-color shell that plays a clock and has an actual reason to care which half of the diurnal cycle it happens to be standing in.

