Ahriman
An evasive deathtouch flier and a repeatable sacrifice-fed card draw engine bundled into one three-drop, which is a lot of jobs for a 2/2 body to hold. The flying-plus-deathtouch pairing is the older half of the design: it turns the creature into a pseudo-removal blocker that trades up against anything that touches it, and a nagging clock that only air defense can slow. The second ability is where the card earns its keep, converting spent bodies and dead artifacts into fresh cards at a fixed rate. That activation is deliberately expensive, and the expense is the balancing weight: three mana plus a permanent per card is not an engine you spin freely, so it rewards decks already generating tokens or expendable fodder rather than asking to be built around from scratch. What ties the two halves together is that the same creature filling the air and the same fodder feeding the draw come from the same aristocrats shell, so the card wants a board it can cannibalize without losing tempo. The result is a modest attacker that quietly refuses to become a dead draw in the late game: when the beatdown stalls, it turns into a mana sink that keeps the cards flowing.
