Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever a creature you control with a counter on it deals combat damage to a player, draw a card.
Ray Fillet grows via evolve while you flood the board with creatures carrying +1/+1 counters, then turn combat damage from those counter-laden bodies into a torrent of cards. You ramp into evolve triggers, pile counters onto evasive threats, and out-card your opponents while chipping or alpha-striking with flyers and unblockable creatures.
Mono-blue card advantage engine that snowballs once a few countered creatures connect
Evolve makes Ray a self-growing, flying carddraw enabler that's hard to chump forever
Plays well with go-wide counter synergies and proliferate for explosive draws
Blue offers the best protection suite (counterspells, bounce, hexproof) to keep the engine online
No built-in evasion granting beyond Ray himself; blocked creatures draw nothing
Reliant on combat connecting, so Fog effects and good blockers stall the engine
Mono-blue struggles with permanent removal for resolved threats and enchantments
Board wipes erase your counter creatures and reset Ray's evolve progress
Can be slow to close games without a dedicated finisher
Mass evasion and counters let your whole board connect and draw simultaneously.
Add counter doublers (Doubling Season, Branching Evolution) and proliferate engines (Evolution Sage, Flux Channeler) to explode your draws, then bolt on evasion granters like Whispersilk Cloak or Coat of Arms-style team buffs so every creature connects. Tighten the curve with cheap evolve-triggering creatures and protect the engine using Heroic Intervention-style blue staples (Cyclonic Rift, counterspells). For a faster kill, lean into the infect plan with Inkmoth Nexus, Triumph of the Hordes, and Skithiryx-tier threats.