Jessica Jones, Private Eye
The clever wrinkle is that the stun counter is the ammunition, not the drawback. Impulse-draw effects usually pay for themselves with a mana premium or a discard clause; here the cost is a self-inflicted stun counter, which means the body sits and does nothing on the turn after it digs. But red has spent years accumulating ways to untap creatures and, more to the point, ways to grow power. Because X equals her power at activation, this is not a fixed-dig engine but a scaling one: a single pump, a piece of equipment, a temporary boost, and the top-of-library reach stretches from two cards to five or six. The play-this-turn window rewards a shell built to empty its hand fast, since anything left unplayed evaporates at end of turn. The stun counter's arithmetic is the check on all this: she tap-stuns herself, so a natural untap step is spent removing the counter rather than attacking, and a second activation demands either a second untap or a way to strip the counter early. That is the whole design in tension: the more you inflate her power to fuel the exile, the more you want her tapped out and vulnerable, and the faster you drain the counter, the sooner you can dig again. She is a red card-advantage outlet dressed as a beater, and the interesting builds treat the 2/3 body as a dial rather than a clock.
