Chaos Channeler
The d20 here is doing something quieter than most dice mechanics allow. Where a lot of variance-based cards make you gamble on the outcome, this one sets a payoff floor that only climbs: even the worst attack (a 1 through 9 result) exiles a card from your deck with permission to play it, a rate a mono-red beater would happily wear on its own. The die is not the risk; it is the upgrade path. A 10-plus doubles the yield, a natural 20 triples it, and no roll leaves you empty-handed. Note the wording is exile-and-play rather than draw, so the advantage is bound to the current turn: whatever flips has to be played now, which favors a curve of cheap spells and lands you can dump before end step rather than cards you bank for later. Bind the value to the swing turn and a 4/3 generating advantage on every attack stops being simply overloaded, because the surplus rots if you cannot spend it fast. It sits in the aggressive-red tradition of bodies that turn combat into resources, drawing more from the impulse-exile red of the last decade than from the older discard-to-cast designs, and it pays that lineage back with a mechanic that rewards attacking early and attacking often.

