Caller of the Untamed
The exiling clause fires before the game even starts, and it reaches into a zone no other card can touch: the pile of creatures you drafted but couldn't fit into your forty. That off-color fatty you wheeled, the giant your two-color deck couldn't support, the splashy creature bomb that never made the cut: you reveal this from your deck and exile one of them before you shuffle, and from then on the activated ability manufactures token copies of that exiled card without ever moving it. The 2/4 body is beside the point; what you're building is a recurring engine that prints whatever creature you happened to open. Setting the activation cost to the exiled card's mana value is what keeps the greed honest: the splashier the prize, the more mana each copy costs, so reaching for the biggest bomb buys you the slowest engine. Naming itself in the ability is the quiet second gear; because every Caller feeds the same exile pool, a second copy doubles your access to the buried treasure. It belongs to the narrow family of cards designed to be inert in any constructed shell and alive only when the act of drafting is itself the resource being mined, a design that can only exist when opening more cards than you can play is written into the format's own rules.
