Bullseye, Death Dealer
Every point of damage here runs on the same toll: sacrifice an artifact or pitch a nonland card, and only then do the two damage land. That single cost governs both halves. The enters trigger offers a shot the moment the body arrives, but it still demands the same discard or sacrifice as the activated ability, so nothing comes free; the 2/3 body is a shock stapled to a fuel requirement you have to satisfy elsewhere. The tapped activation converts a steady drip of excess into repeatable two-point pings over a long game. The constraint doing the balancing is that Bullseye manufactures none of its own ammunition: an unconditional repeatable pinger would be oppressive, so each shot is tethered to a resource supplied from somewhere else on the board or in hand. That makes this a payoff, not an engine, hungriest where the discard reads as an outlet rather than a cost: decks already leaking cards or spitting out disposable artifacts like Treasures and Clues, where the toll is something they wanted to pay anyway. The hybrid black-or-red pip is the honest tell of where the design lives, marrying red's willingness to point damage at faces and creatures alike to black's habit of paying attrition to do it. The value of the discard clause is directional reach: it aims a graveyard-or-sacrifice deck's overflow at any target, turning cards you were already spending into damage you can point wherever the game needs it.

