Dream Pillager
A seven-mana impulse-draw payoff that turns combat damage into a refueling spree. The 4/4 flying body connects for four, exiles four cards, and hands you all of them to cast that turn: any evasion buff or anthem widens the haul one-for-one with the damage. This is the aggressive cousin of card-advantage engines that grind out value over many turns; here the value arrives in a single window, and it expires when the turn does. That expiration is the whole tension. The cards are not drawn into your hand to keep; they sit in exile demanding to be spent before end of turn, which means the payoff scales with how much mana you have open after the attack rather than how patient you are. A Dragon that hits for four and hands you four spells you must cast immediately is asking for an explosive, mana-flush board state, not a slow drip. It fits red's long-running compromise with card advantage: purchased through aggression rather than denied to it. Red does not get to keep cards, the color's design rules say, but it can be allowed to use them right now if it earns the hit. The body is the cost of admission and the engine is the reward, and the reward only fires if the body gets through.





