Dimir Strandcatcher
The surveil trigger scales with breadth, not commitment: attack one player and you filter a single card, spread the assault and each additional defender deepens the dig. That makes the front half a design built for multiplayer geometry, where a flying 3/3 can help stock the graveyard as the team swings wide. The card-draw clause at end step is the payoff, and its threshold is deliberately reachable off the attack alone: swing at three opponents, surveil three, bin all three, and you have cleared the "three or more cards from anywhere other than the battlefield" check without help. Pointed at fewer players, or in a duel, the surveil alone won't get there, so the deckbuilder leans on cantrips, discard, or self-mill engines to top off the count. That "anywhere other than the battlefield" wording is the load-bearing restriction: it walls off a stream of dying creatures feeding the engine trivially, steering the build toward library-churn rather than a sacrifice loop. It sits in the line of Dimir designs that reward turning your own deck into fuel, with surveil filling the yard and the end-step check cashing a full one into a fresh card. The flexible U/B pips let the whole package run out of either color's mana, so it reads blue-black in identity while remaining castable on a lopsided base: a self-mill payoff wearing an evasive body, most alive when the graveyard is a resource you feed on purpose.
