Kemuri-Onna
Repeatable hand attrition is the pitch, and the bounce trigger is what turns a one-shot discard into a grind. The enters-the-battlefield clause strips a card from a target player; the second ability lets you return the 3/3 to your hand whenever you cast something that fed the era's spirit-and-incantation synergies, resetting it for another five-mana redeploy and another discard. In a deck thick with cheap triggers for that return, the loop wears an opponent down to topdecks while leaving a body on the board more often than not. The tension lives in the friction: every cycle costs a recast, so the discard runs only as fast as your spell density and your willingness to keep paying five mana to send it back out. That same return doubles as protection, since the bounce fires off your own spells: with a qualifying spell on the stack you can pull the creature to safety in response to removal or ahead of a sweeper rather than trade it on the board. Outside that engine it is an overpriced discard on a fragile frame; inside it, the card is a clean expression of how this design era tried to reward dense, interlocking spell counts over raw rate, asking you to build the support structure rather than slot a finished threat.
