Mad Ratter
The trigger cares about ordinality, not volume, and that ordinal is the whole puzzle it hands you. On your own turn the draw step already banks the first card, so a lone cantrip clears the bar and mints two Rats; the trick is repeating it, and the harder trick is doing it on turns that are not yours, where the count resets to zero and you have to draw twice within that window to fire. That reframes ordinary card advantage into a token engine, but only for effects that genuinely double up: paired cheap cantrips, dual-draw spells, repeatable "draw a card" outlets stacked to trip the counter twice. The payoff being off-color is the design's build direction. Red produces almost no recurring token armies on its own, so black Rats point the deck toward a draw-matters Rakdos shell where the bodies become sacrifice fodder, aristocrat triggers, or a wide board under an anthem. Against all that potential value sits a 1/2 with no protection: a body that folds to nearly any removal and leaves nothing behind the turn it dies. That fragility is the tax on an effect meant to compound. The engine snowballs only for a deck that clears the draw threshold on repeat and keeps the Ratter alive long enough to bank the interest. Anywhere else it is a red 1/2 that does nothing.


