Hangar Scrounger
The rummaging engine reads as red card advantage until you notice what fires it: the trigger keys off the creature becoming tapped, not off attacking. That is the pivot the whole build turns on. An attack trigger punishes you for holding back; a tap trigger takes any tap, so convoke, crew, tap-to-activate abilities, and the ordinary attack all feed the same discard-draw loop. It is card filtering priced onto a body that wants to be busy for reasons well beyond combat. The Backup clause widens the picture for exactly one turn: the counter is permanent, but the granted ability lasts only until end of turn, so pointing it at another creature buys you a single window where a second body can loot when it taps, not a standing engine you can build around. The catch is the discard cost, which makes this a rummaging effect rather than raw advantage: you are trading a card, not netting one, and the loop only profits when the card you pitch is worse than the card on top. That makes it a smoothing tool for decks that flood on lands or clog on situational answers, and a graveyard enabler for anything that wants specific cards in the bin. The 2/1 body is fragile by design; the value is in how often you can tap it, not how long it survives.
