Klothys, God of Destiny
Of the gods that share the below-seven-devotion gate hiding the creature beneath the enchantment, this one bends the pattern hardest: it is the only member built to prey on graveyards rather than to swing a body. Below seven devotion Klothys is an indestructible enchantment and nothing more, but it still fires at the beginning of your first main phase, and that recurring trigger, not the latent 4/5, is the reason to run it. The body is almost incidental; you rarely need Klothys to attack, and the design knows it. What you get instead is a repeating first-main tax on graveyards: exile a land for a trickle of red or green, or exile anything else to gain two life and deal two damage to each opponent. Small in isolation, that effect compounds across turns and never stops, because while your devotion stays below seven the devotion clause keeps Klothys off the battlefield as a creature, so removal aimed at creatures simply does not apply. Opponents who lean on flashback, delve, escape, or reanimation find their engine picked apart one card per turn, while the controller quietly climbs on life and chips away at every seat. The two modes mean a stocked graveyard rarely wastes a turn: even a spent land in the yard still yields a color of mana rather than nothing. Klothys is the graveyard-hate god that also ramps, also pressures life totals, also refuses to die, and asks little of its controller beyond keeping the enchantment on the table and a graveyard within reach.





