Gray Slaad // Entropic Decay
A 4/1 whose combat identity is entirely conditional: the naked body dies to a single blocker or a single point of damage, but once four creature cards sit in your graveyard, menace and deathtouch turn that fragile attacker into an evasive threat that trades up against anything. That threshold is the whole balancing act. Below it, you are swinging with a 4/1 that answers itself; at or above it, the card becomes a genuine finisher, and the gap between those states is nothing but a matter of what your yard has accumulated by the time the body arrives.
The adventure half is the enabler, not a shortcut to the condition. Entropic Decay mills four cards, which digs deeper and seeds the graveyard, but those four are random, so they will not reliably be creatures; the mill is fuel toward the count, not a switch that flips it on cast. The intended sequence is to fire the sorcery early, let ongoing creature death and self-mill bank bodies in the yard, then cash that groundwork into the exiled attacker once the census comes live. Both halves draw on the same graveyard resource, which keeps the slot coherent: you are not splitting a card between an unrelated mill spell and an unrelated beater. It leans on graveyard-stocking decks already, plugging into an engine those decks run rather than assembling one on its own.

