Windcaller Aven
Cycling is usually pure card selection: a release valve that turns a dead draw into a fresh one and does nothing else. Stapling a combat trigger to that trigger is the whole design idea, because it converts the discard from a concession into a decision. Pitch the card for a new draw and hand a creature flying until end of turn, or keep the 4/3 flyer in hand for later. Neither line is a downside, which is the point: the card refuses to be dead at any stage. Early, the cycling clears a clunky opening while replacing itself; late, the body is a serviceable evasive threat that closes on its own. The flying grant matters most because it resolves through the cycling window at instant speed, so it doubles as a combat trick you can hold up on the opponent's turn. That timing cuts two ways. On offense, it slips a ground attacker over the top of a stalled board for unblocked damage. On defense, it lets one of your grounded creatures reach up and trade with an incoming flyer, all while drawing you a card. That is the honest read on this line of design: not a bomb, but a card built so its worst draw is still doing two things at once. The floor is the argument, and the flexibility costs nothing but choosing which mode the moment wants.




