Barrow Witches
A creature-type deck built to grind eventually needs a card that turns dead board states back into pressure, and this is the Knight tribe's version of that button. The 3/4 body is deliberately unremarkable: it exists to survive one combat and clog the ground while the enters-the-battlefield trigger buys back your best fallen Knight. The single-target return keeps it fair, since it only ever refills one card, but that is enough to become a recursion loop the moment the deck fields a way to blink or re-cast it. What the design is really doing is stapling a card-advantage engine onto a body that a go-wide aggressive deck can still deploy on curve, so a stalled attack becomes a re-armed one. The Warlock type does quiet work too: it lets the card support a black tribal shell from the flank while still feeding the Knight it names. This is the value glue that never headlines a strategy but underwrites the grind, the piece that turns a Knights deck's inevitable attrition from a liability into a resource. Outside a graveyard stocked with Knights it does nothing but block, which is the whole trade: narrow enough to stay honest, focused enough to matter in the one deck it was built to serve.

