Grixis Slavedriver
Three bodies for the price of one card, paid out across two phases of the game. The 4/4 cast normally trades or chumps and leaves a 2/2 Zombie behind on the way out; later, when the graveyard is the only resource left, unearth recurs the same 4/4 for a single attack and, because exile counts as leaving the battlefield, the leave-the-battlefield trigger fires a second time to mint another 2/2. That is the design conceit: a creature whose death is more useful than its life, built to feed sacrifice engines, token-matters payoffs, and any deck that treats the graveyard as a second hand. Unearth handles the value loop honestly by granting haste for one swing but stapling the card to exile afterward, so the recursion is a one-shot rather than a reusable engine. The token generation is the wrinkle that matters most: it does not care which way the creature leaves, so sacrificing it, bouncing it, or letting unearth exile it all produce a Zombie, which makes it a dependable input for outlets that want bodies on demand. It is unglamorous as a top-end creature, but the structure rewards builds that profit from creatures dying rather than connecting, and few cards at this slot turn a single draw into this much board presence over the course of a game.


