Synth Eradicator
Every swing forces a choice between two resources on completely different clocks. Take the two energy and you bank toward the pinger mode, a tap-and-pay ability that turns the creature into a repeatable three-damage burn source; decline it and you get impulsive card advantage instead, a top-of-library card you have to spend this turn or lose. The two payoffs actively starve each other. You cannot stockpile energy for the three-damage activation while also cashing every attack into cards, so each combat step becomes a small referendum on whether you are racing or grinding. That energy-versus-cards tension is what elevates this above the generic hasty three-drop its numbers suggest: the body attacks the turn it lands, but the engine underneath wants patience, and the two impulses pull against each other in a way that rewards knowing which axis the game is on. It sits in a small lineage of red creatures that generate their own resource loop rather than borrowing one from the deck around them, and unlike most impulse-draw attackers it offers a genuine off-ramp, letting you convert tempo into a finisher's fuel when the impulsive value is not what the board needs.



