Gutless Plunderer
The Raid clause is the tell: this is an aggro creature that pays you for having already committed to the beatdown before it ever hits the board. The condition is generous (any of your creatures attacked this turn, not this one, since the trigger fires on entry) and the payoff is a small dig that lets you keep one of the top three cards while the rest go to the graveyard. That last part reframes the whole card. What looks like card selection is really graveyard loading with a selection veneer: the effect doubles as a delivery mechanism for anything that wants creatures or instants and sorceries in the bin. And because keeping a card back is a "may," the aggressive line is available too: put zero on top and rake all three straight into the yard when your graveyard wants the fuel more than your draw step wants the setup. The optionality is the whole point, letting the same body serve a curve-out beatdown plan and a self-mill plan without redesigning around either. Deathtouch does separate work. It is not what enables the attack that satisfies Raid; that swing has already happened by the time this resolves. Instead it makes a 2/2 a persistent threat on both sides of combat, trading up with any blocker on the offense and deterring attackers once the aggressive plan has run its course. A workmanlike build servicing two impulses at once, early beater and graveyard enabler, without leaning hard into either.
