Wandering Mind
Impulse on a body, with the same wrinkle that made the sorcery a spell-slinger's staple: it digs six deep, hands you one noncreature, nonland card, and scatters the rest to the bottom in random order. That noncreature clause is the tax on the effect. This is a creature that finds its own spell rather than another threat, so it wants a build dense with burn, counters, and card advantage, where the miss rate stays low and every hit is something you actually meant to cast. The evasive 2/1 does the rest of the work: card selection is why you run it, but a flying two-power body means the mana isn't wasted once the enters-the-battlefield trigger resolves. It belongs to the run of Izzet value creatures that convert a fragile frame into card advantage, close cousins to the loot-and-attack designs blue-red has leaned on since impulse-draw became a color-pair staple. The random bottoming is the small cruelty separating it from a true tutor: you see six, take at most one, and don't get to arrange the next five for yourself.



