Kulrath Zealot
The entire case for a six-mana 6/5 with an impulse trigger lives in the choice the card hands you the moment you draw it. Basic landcycling makes it two cards that never overlap: on the turns when you are short a land, it is a tutor that fixes a stumbling curve; when you have the mana instead, it is a threat that arrives with a free peek at your next draw. You commit to one function or the other, and that fork is exactly what a cycling creature exists to resolve. A flat 6/5 for six is unremarkable on rate, but the discard-for-fixing option means it is never a dead card in your opening hand, and the exile-and-play clause means the copies you actually hard-cast do more than swing. That clause pushes tempo over card advantage: the exiled card stays available only through your following turn, so the reward goes to decks positioned to spend it now rather than bank it. It is a red creature engineered to smooth its own variance from both ends, sizing up into a beater when the game runs long and folding into a land when it runs short, with the front-half impulse trigger ensuring the beater is never just stats.
