Cemetery Protector
The exile clause is doing double duty, and that is the whole trick. Most graveyard-hate creatures exile a card to shrink an opponent's resource; here the removed card is a template, and its card types define the trigger condition going forward. Exile a creature and every subsequent creature you cast mints a token; exile a land and your land drops become token engines; exile an artifact-land or a creature-land and one card can arm two axes at once. That reframing is the real cleverness: graveyards read not as fuel to deny but as a menu of ongoing rewards, and the best target is often the one whose types overlap most with what your own deck is about to do. Flash and a 3/4 body keep the enters trigger honest, letting it ambush an attacker or snipe a key card at instant speed rather than telegraphing the play a turn early. The token production is deliberately gated by how common the matching type is: the more exotic the exiled types, the harder the tokens are to trigger, so a greedy exile costs you tempo. It is a token generator whose motor you build yourself, out of the pile your opponent (or you) has already thrown away.





