Dinrova Horror
The enters trigger reads as a single clean line, but it bundles two effects whose target sits in the same clause, and that coupling is the whole design. Return a permanent, then make that permanent's owner discard: aim it at an opponent and the bounce becomes setup rather than the payoff, because forcing the discard right after means the card you just sent to hand is a live candidate to be thrown away. You spend one of your cards to erase one of theirs from the board while threatening the one returning to hand, all on the same trigger. That is the card's job, a Dimir clock that grinds resources while it attacks. The self-bounce mode exists, and it is real (reset your own enters trigger for more value), but you pay a card to the discard each time, so it is the minor key. The body is sized to make the six-mana price land as a threat rather than a spent effect: a 4/4 keeps applying pressure after the trigger resolves, so the disruption and the clock arrive in one investment instead of two. It belongs to a long line of black-blue midrange creatures that pair attrition with a beater, the kind that asks an opponent to be ahead on both board and hand before they can stabilize. The trigger does the heavy lifting; the body is what makes spending the turn on it worthwhile.





