Canyon Crab
Two abilities pulling in opposite directions, held together by a body that would otherwise just sit there. A 0/5 blocks all day but threatens nothing, so the pump reads as an escape valve: burn mana to turn the wall into a 2/3 for a beat of offense, or push through the last points of damage when the toughness is already spent anyway. The end-step loot is the sharper half, because it pays you specifically for a turn where nothing left your hand. That is a deliberate reward for the passive, land-and-hold posture a big-toughness blocker naturally wants to adopt: you sit behind the wall, cast nothing, and get to filter a card at the end of it. The pump is the clever part of the arrangement. Because it is an activated ability rather than a spell from your hand, you can pump on your own turn to attack or trade in combat and still satisfy the "no spell" clause for the end-step trigger. The two halves cooperate instead of competing. What emerges is a filtering engine wearing a defensive creature's clothes, built for a controlling shell that would rather trade early tempo for card selection: hold the ground, dig for answers, and reserve the +2/-2 for the turn the game finally asks the crab to swing.
