Surge of Thoughtweft
The conditional cantrip is the whole pitch. A two-mana team pump that ends the turn is the most disposable kind of combat trick, the sort that leaves you down a card whether or not it swings the race. Bolting a draw onto it changes the math: in a Kithkin board, the +1/+1 is a free option you cash whether the attack goes through or not, because the card replaces itself the moment it resolves. That is the trade the era's tribal trickery was built around: the trick stops being a pure tempo gamble and becomes a low-risk way to push damage, with the tribal floor doing the work that would otherwise need a much higher rate. The pump is symmetric across your whole board rather than a single-creature spike, which matters for a go-wide deck where one extra point per attacker can turn a stalled ground into lethal. The instant-speed timing lets it ambush a blocking step or flash up a surprise extra point during a defensive turn, but the design center of gravity is the cantrip clause: it asks you to be the Kithkin deck, and rewards you for it by refusing to cost you a card when you are.
