Dusk Feaster
Delirium turns a clunky seven-drop into a tempo play that arrives the turn you fill your graveyard, and that conditional discount is the whole pivot of the card. The body is unremarkable: a 4/5 flyer is a fine evasive blocker and a slow clock, but nothing about the rate justifies the printed cost on its own. The graveyard count is what pays for it. When four card types are sitting in your bin, the spell sheds two mana and a 4/5 flyer for five becomes a reasonable curve-topper rather than a top-end indulgence. The design reflects a recurring black-and-graveyard idea: reward decks that mill, discard, and trade resources early by handing them a payoff that gets cheaper as the game develops, rather than gating power behind a hard combo. The friction is honest in the other direction too; a deck that hasn't done the work of diversifying its graveyard pays full freight, and seven mana for a 4/5 flyer is exactly the kind of overpriced filler the discount exists to redeem. That makes Dusk Feaster a barometer of how committed a deck is to graveyard mechanics: the more your engine churns lands, instants, sorceries, and creatures into the yard, the more it reads as a near-on-time evasive threat instead of a body you were never going to cast.

