Fathom Feeder
Deathtouch on a 1/1 has a quiet logic to it: the creature is built to trade up, and the defender knows it, so a fragile body holds a lane against anything bigger because nobody profitably blocks a deathtoucher and few volunteer to eat the hit. That keeps the ingest trigger live longer than the rate suggests. Ingest was the milling half of a self-contained subtheme: shave cards off an opponent as an early nuisance, then feed the exile pile later to the effects that treated it as fuel. But the activated ability is what gives this drone a second life past the opening turns. Late in the game it becomes a repeatable draw engine that also erodes each opponent's deck, and on a creature that can sit back and menace attackers indefinitely, the ability has a board it can survive on long enough to matter. Bodies that scale into a mana sink are how you justify a soft early drop, and the deathtouch is the connective tissue: it keeps the 1/1 relevant as a deterrent through the turns it takes to assemble the mana for the engine. The card never threatens to win on its own. It grinds, it exiles, and it makes combat math miserable for anyone who would rather kill it than respect it.

