Merfolk Traders
The loot-on-a-stick at common-adjacent rates, built around the principle that a body which fixes your hand pays for itself even when it does nothing else. The 1/2 frame is the tell: this was never meant to attack, only to convert a dead card into a live one while leaving a small blocker behind. Draw-then-discard is the cleaner half of the rummaging family, since you see the new card before you decide what to pitch, which makes it a smoothing tool rather than a gamble. The enters trigger does the work once and asks nothing further, so the card slots into any deck that wants to dig toward a key piece, dump a card it would rather have in the graveyard, or simply trade a clunky draw for a fresh look. That last use is the quiet design point: blue's early-creature designs leaned on this kind of card-quality engine to justify a flimsy body, treating the loot as the reason to play it and the 1/2 as a bonus. Nothing about it is loud, and that is the intent; it is a utility creature whose job is to make the rest of your hand better, then get out of the way.
