Forsaken Drifters
A 4/2 with a death trigger that feeds your own graveyard is a creature built backward from the usual reanimator wishlist: most self-mill in black is bolted onto cheap, expendable bodies you'd happily throw away, while this one comes attached to enough power that trading it in combat is rarely a sacrifice. That tension is the whole point. The body wants to attack and die, and dying is when it does its real work, dumping four cards toward whatever wants to be in the bin: a fat reanimation target, a delve enabler, a threshold counter, an escape fuel pile. The fragility (a 4/2 dies to almost everything that blocks or burns) is not a drawback so much as the activation cost, since the mill only happens once the creature is gone. It asks you to want it dead, which inverts the instinct that protects most four-power threats. As a piece of self-mill design it sits between the truly disposable enablers and the durable engines, offering a real clock to opponents who can't profitably block while quietly stocking a graveyard for the back half of the game. Nothing about it is subtle, but the dual purpose (pressure now, fuel later) is a cleaner solution to the "how do I fill my yard without losing tempo" problem than most cards that try to do both.
