Merrow Bonegnawer
Graveyard hate usually arrives as a one-shot spell or a whole-yard enchantment; this offers the opposite shape, a repeatable single-card exile fired again and again across a turn. The trick is the untap rider: every black spell you cast resets the tap ability, so a turn full of black removal and discard outlets translates directly into multiple activations. The catch the rate hides is that the targeted player, not you, chooses which card leaves: this is a tax, not a sniper. It does not pluck the flashback card or the delve fuel you fear; it drains the yard one card at a time, and the opponent feeds it the least painful card first. Against a thin graveyard that distinction collapses (when there are only two cards left, the choice barely matters), but against a fueled recursion engine it grinds rather than dismantles, shaving the bottom of the pile over several turns. The 1/1 body contributes nothing toward winning, and the engine spins only as fast as you cast black spells; idle, it removes one card per turn and stops. It rewards a heavy diet of black instants and sorceries, where the untap clause turns spells already on the plan into incidental graveyard attrition. The Merfolk Rogue line sits outside the tribes that usually want either type, which has kept it a fringe piece: steady graveyard pressure for anyone willing to lean on spell count to power it.
