Third Path Savant
A 2/3 for three mana with a single colorless activated ability priced at seven is a body built to sit and wait, not to win a race. The design logic is straightforward mana-sink economics: give a modest Wizard a job to do in games that go long, without letting that job matter a turn before the mana is genuinely surplus. Seven mana to draw two cards is a rate no deck taps on curve; it is the release valve for a hand that has run dry while the lands keep coming. The steep asking price is what keeps the card from being a value engine you deploy early and abuse. Instead it splits into two lives across a game: an early blocker that trades or chumps against small aggression, and a late-game refill once the board has stalled and mana is the only thing you have in excess. That second life is where the card earns its slot, in decks that flood on lands and want a colorless outlet to convert idle mana into cards. There is nothing here for combat, nothing for tempo, and nothing that rewards a fast start; the whole point is patience, a Wizard that asks you to build a deck with enough closing time for its expensive refill to matter.
