Hoard Robber
Three toughness over one power is the whole design conceit: a two-drop that only pays out on connection gets built around survival, not pressure. The toughness holds a lane through the early turns and walls most beatdown while the deck sets up; the single point of power means the body itself never threatens a life total on offense, so the card is forever waiting on an opened path, an evasion granter, or a stall so complete the blockers stop bothering. Solve that, and each hit prints a Treasure, folding ramp and color fixing into a repeatable stream of sacrifice fodder. That is the dual identity worth sitting with. Most black creatures that want to poke at a life total are pure clocks; this one is a value engine wearing a Rogue's coat, as useful to a deck that wants artifacts entering (for sacrifice payoffs, artifact-count triggers, or a mana sink to feed) as to one that just wants the mana. The attack is the delivery mechanism, not the plan. Left alone it holds the ground and does nothing; the moment it slips through, it starts stacking artifacts that outlast it. It never fixes its own evasion problem, and that tension is the point: a slow-burn engine dressed as an aggressor rather than an aggressor with upside.

