Dokuchi Silencer
The removal is priced in graveyard fuel, not mana: connect once, pitch a creature card from hand, and one creature or planeswalker that player controls dies. That discard clause is doing two jobs at once. It gates the effect so the body alone stays a modest 2/1, and it converts cards that would otherwise sit dead in hand (an overcosted fatty stranded by a stumbling manabase, a redundant copy of a legend you can only run one of, a creature already outclassed by whatever the game has become) into targeted removal. The trigger only fires on player damage, which is where ninjutsu earns its keep: swapping an unblocked attacker for this one lets it drop in already tapped and attacking, sidestepping the usual problem of a small evasionless body trying to force through in the first place. Each combat-damage event is a single discard for a single kill, so this is not a swing that scales with a fat hand; it is a repeatable engine that scales across turns, capped by how many creatures you are willing to feed it and how reliably you can reconnect. Against fixed-cost assassin bodies that kill on some static board condition, the difference is that this one keeps paying out as long as the fuel and the openings hold. Holding it back also lets it dodge sorcery-speed sweepers, then commit on the turn a target actually matters, making it less a two-drop you cast on curve than removal you deploy on your own timing.

