Mechanical Mobster
Two effects that both traffic in the graveyard, bolted onto one body: an enters-the-battlefield exile that answers something in a yard, and a connive that fuels one. That pairing is the whole design logic. Connive is a card-filtering engine that wants nonland cards in hand to pitch, and it happily deposits its own discard fodder into the graveyard; the exile clause gives you a reason to poke at graveyards in the first place, whether that means clipping a recursion target across the table or picking off a flashback spell already sitting in a yard. The counter only lands when you discard a nonland card, so the connive rewards a hand stocked with spells, not lands, which nudges the whole package toward a deck that treats its graveyard as a resource on both offense and defense. The body is small and the exile is capped at up to one card, so nothing here overreaches; the value is in bundling two graveyard-adjacent effects into a single, cheap package rather than in raw stats. It is the kind of glue card that reads as filler until you notice it does light graveyard hate and light card selection at the same time, which is a combination most three-drops never get to offer.

