Fuming Effigy
Most graveyard-matters payoffs read triggers on the way in: mill, self-sacrifice, dredge, the steady drip of things dying into the yard. This one watches the exit door. It fires whenever cards leave your graveyard, and the batching is the wrinkle: a single sweep that moves ten cards at once still deals exactly 1 damage, because the trigger cares about the event, not the count. Anchoring the payoff to cards leaving rather than entering is the design idea in full. Flashback, escape, disturb, jump-start, and any recursion that returns a creature to hand all hand each opponent a point on the way out, and delve, which exiles cards from the yard to pay for spells, trips it too. None of that is a tax you must pay; the damage is a rider on activity you were already doing, a slow drain layered over your normal loops. The 4/3 body is a genuine clock on its own, so the trigger is not propping up a dead beater; it is turning motions the game treats as free bookkeeping into incremental reach. The friction is that the reward sits downstream of effort: an untouched graveyard produces nothing, so this wants a deck that spends its yard on purpose rather than one that merely fills it. That is where the balance lands. Because the payoff is gated on cards leaving, you have to stock the yard first and cash it in second before a single point registers.
