Klaw, Master of Sound
Theft-on-combat is old ground: black and its allies have been stealing off the top of libraries since Nightveil Specter, and the exile-and-play template has become a familiar way to launder cards out of an opponent's deck. What distinguishes this design is the loop it builds between its two triggers. Connecting in combat exiles a card face down and lets you cast it with mana of any type, which matters most for off-color spells you could never otherwise pay for. Then the moment you actually play that stolen card, the deathtouch body that stole it becomes indestructible for the turn. The abilities feed each other: combat damage supplies the fuel, and spending that fuel protects the engine that produced it. Deathtouch does the structural work here, since a 3/3 that trades with anything it blocks or is blocked by keeps forcing through the connection that starts the cycle, and flipping on indestructibility lets it swing into a bigger board without dying to the block. It rewards a deck already leaning on exile-cast effects, because every impulse-draw and every foretell-style payoff outside combat also raises the shield. The design point is coherence: a small, evasive-by-attrition body whose survival is tied directly to how aggressively you spend the resources it keeps stealing.

