Zurgo and Ojutai
The self-protection clause reveals a card built to attack, not to sit back. The hexproof lasts only for the turn it entered, which makes it a shield for the swing, not a permanent ward: cast it, connect while it cannot be picked off at instant speed, and once that turn ends the protection expires. Everything else keys off that combat step. The card-selection trigger reads on any Dragon you control connecting, not just this one, so it rewards a board of fliers rather than a single threat, and it does not overpay on plurality: multiple Dragons landing damage still resolves as one look at three. The bounce clause is the quiet engine. Returning a Dragon to hand looks like a downside stapled to a combat trigger, but it is a deliberate handle for re-triggering enter-the-battlefield effects or lifting a threat out of a sweeper's reach on your own terms. The 4/4 flying haste body does the immediate work: it comes down and threatens damage the same turn, feeding its own selection the moment it swings. This partnered-legend design fuses the aggressive orc with the patient dragon, and the mechanics split the difference: fast enough to close, methodical enough to grind, with the self-protection built to survive the one attack that matters and the card advantage built to compound across many.



