Gran-Gran
The trigger is the interesting part: not "when you tap it for an ability," but whenever it becomes tapped, which folds in attacking, convoke, tap-for-mana artifacts, and any external tapping effect into a repeatable loot. That distinction matters because it turns a modest 1/2 into an engine that fires on your own combat step and off your opponent's interaction, filtering a card each time it goes sideways. The second line is a cost reducer keyed to Lesson cards in the graveyard, a subtype that has never had much support outside the mechanic that spawned it, so the reduction is a deliberately narrow reward: build a deck that grinds Lessons into the yard and your noncreature spells come a mana cheaper once three have piled up. As a piece of promotional-product design, it reads as a small self-contained toolbox, the kind of card meant to sell an archetype in miniature: loot to churn through your library, a graveyard-count payoff to reward doing so, and a cheap body to hold it all together. The looting and the Lesson payoff are meant to feed each other, since the discard half of the draw-then-discard can pitch Lessons you have already learned or fill the yard toward that threshold. Nothing here is high-power; it is a compact, flavor-forward build-around that rewards a very specific graveyard shape and does little outside it.

