Gurgling Anointer
The second-card-per-turn trigger is the connective tissue between two archetypes that rarely share a slot: reanimation and card-draw engines. On its own the body is small, a 1/3 flier that grows only when you draw a second card in a turn. That second draw is doing double work, because the death trigger scales off power: the counters this creature accumulates are the same resource that widens what it can drag back from the graveyard. Start small and you return a mana dork; feed it a few extra draws and the ceiling climbs toward genuine threats. The design tension is deliberate: the reanimation is gated behind death, and death only pays out as much as you have grown the creature, so the payoff loop rewards a deck that both draws aggressively and has something in the yard worth returning. It also resolves neatly against removal: kill it while it is a fat 4/6 or better and you hand the controller a free reanimation rather than a clean two-for-one, which turns the usual math of trading with a flier on its head. Two engines feed a third that lives in the overlap between them, and the more the draw engine hums, the more the reanimation clause becomes something worth killing into rather than around.
