Viv Vision, Teen Synthezoid
Two numbers govern everything about this design: her power starts at 2, her draw trigger stays dark until it reaches 4, and the pump ability exists to bridge that gap exactly once. Cybernetic Senses fires the moment she attacks, not when she connects, so the card advantage arrives on declaration whether she gets through, gets blocked, or gets chumped; that distinction is what makes flying a survival tool rather than a delivery mechanism, keeping her alive to swing again rather than guaranteeing any single draw. Power-up is the switch that arms all of this: seven mana for two counters, activated a single time, turning her into a 4/4 whose every attack refills your hand from then on. It is deliberately not a repeatable size engine; you flip it once and you are done. The cost-reduction clause is the quiet load-bearing piece, shaving the activation by her mana value if she entered that turn. That collapses the dead stretch where the draw trigger is live in name only but the full seven is out of reach, letting one flush turn stand her up and switch on the engine in a single motion. What emerges is a beatdown threat whose reward for growing up is the sturdiest advantage an aggressive body can carry: refilled every time she is pointed at the red zone, sustained not by connecting but by surviving long enough to keep attacking.
