Feldon, Ronom Excavator
Damage as a resource is the wrinkle here, and it inverts the usual math on a two-drop. A 2/2 with haste that can't block is normally a beater whose whole life is spent racing, but this one turns every point of incoming damage into card selection: block it with a bigger creature, point a burn spell at it, run it into a wall, and the damage that would ordinarily be a wasted trade instead exiles that many cards deep and hands you one to play. The design deliberately courts the thing red creatures usually fear. A blocker that deals four rather than two is a better outcome for the controller, because it digs four cards instead of two. It rewards you for putting the body in harm's way, which reframes combat entirely: you are not protecting Feldon, you are feeding it. The catch is timing. The exiled card is only playable through the end of your next turn, so the impulse draw wants to be spent, not stockpiled, and the "choose one" clause means the other exiled cards are gone regardless. That pairs the effect to a deck that can cash in whatever it flips at the top of the curve, which is squarely where an aggressive red shell already lives. It carries the historical Feldon's flavor of dragging things back from beyond, rendered here as a top-of-library dig paid for in blood rather than a graveyard reanimation.




