Xerex Strobe-Knight
The token engine is the whole design, and the gate on it is what separates this from a repeatable army. The tap ability only fires once you've cast two or more spells that turn, converting a modest evasive beater into a payoff for the exact play pattern a low-curve tempo deck already wants: chain cheap spells, then bank the count into a persistent board. Because the produced tokens carry vigilance, each one can turn and block while still attacking, so the army you build defends itself. The Strobe-Knight's own vigilance earns its keep on offense more than defense: it lets the creature swing and stay untapped for its activation later in the turn. There is a real cost buried in that, though. Tapping it to make a token leaves it tapped, so on any turn you fire the engine you surrender its use as a blocker. The two-spell requirement does the balancing work; without a second spell cast the ability is simply dead, which pushes deckbuilding toward velocity rather than raw card advantage. This continues a line of blue creatures that make you prove your spell count before they pay out. The flying-and-vigilance frame keeps it a competent three-drop when the engine is offline, the concession that saves you on turns your hand refuses to cooperate.
