Grixis Sojourners
The trick is that the same line of text routes through two completely different entry points to the curve, and the choice between them is exclusive: you either hard-cast a 4/3 whose dies-trigger exiles a card from a graveyard, or you cycle it for to fire the exile immediately and draw deeper. Cycling discards the card, so the death trigger and the cycle trigger are not two halves of one lifecycle; they are two ways the card refuses to be dead in hand. That is the whole design. A creature drawn in a glut would normally rot, but here the cycling cost folds maindeckable graveyard interaction into the slot that would otherwise be wasted, and the exile rides along on the way to the bin. The targeting is deliberately narrow (one card, may, from any graveyard), which keeps it from being a dedicated answer; it is incidental disruption that rounds out a hand rather than a piece you build around. The exile is almost a footnote on the body and the entire point on the cycling side, which is a tidy way to give the same effect a different weight depending on which mode the game asks for. The card's value is not in doing two things at once; it is in never being a blank, whether you need a body that punishes a graveyard once or a cantrip that punishes one now.
