Burrowing Razormaw
A 4/2 for three mana is priced to trade before the game asks it to: the two toughness invites a block, the four power punishes a bad one, and either way the beast is headed to the graveyard on schedule. That built-in mortality is the whole design. Milling four on death isn't a payoff you steer toward so much as a rider stapled to a body already meant to die in combat, so a self-mill deck gets to make the beatdown and the fuel a single action rather than paying separately for each. The trigger fires whether the beast dies to a block, a burn spell, a sacrifice outlet, or its own reckless attack math, which makes it a durable way to feed a graveyard: most incidental removal (damage, edicts, chump-blocks) sends it to the yard and lets the mill resolve anyway. The clean answers are the ones that skip the death step entirely, exile or bounce, which is the standard cost of leaning on any death trigger. The catch, of course, is that you are milling yourself, so the four cards are only worth having when the graveyard is a resource you want to build. Strip that context out and this is a fragile green beater handing your opponent a free block. Its identity lives entirely in that pairing: a creature that treats its own expendability as the point, converting the death you were already going to spend into graveyard fuel instead of a loss.
