Gravestone Strider
Two jobs share one small body here, and the seam between them is the point. Alive, it filters a single pip a turn into any color: a colorless fixer that also stands in the way, a 1/3 wall that shrugs off the small aggressors while quietly smoothing your colors. But the graveyard mode is why it earns a slot. Once it has died, you spend two mana to exile it straight from the yard and strip a single card from a graveyard, turning a spent creature into a piece of interaction after its first life is over. The design trick is that both halves are gated so neither runs away. The mana ability fires only once each turn, so it never becomes a ritual for an explosive turn; the exile ability eats the card that pays for it, so it is a one-shot answer rather than a repeatable hate engine. That gating is what lets a two-drop carry graveyard disruption without warping the games it plays in: one clean exile, aimed where it hurts most, and then the resource is gone for good. What makes the package efficient is not that the interaction is free (it costs mana, and the card itself) but that the fixing and the body already did honest work before the graveyard half ever comes online. It pays out twice on two different axes, with the second payment unlockable only after the first has been fully spent.
