Mog, Moogle Warrior
Dance is symmetry with a house edge, and the whole engine turns on who banks the results of a shared loot. At the beginning of your end step (not every player's), the table gets a group offer: pitch a card to draw a fresh one, the kind of Wheel-adjacent politics that reads as generous until you notice only you convert those discards into bodies and counters. A creature card thrown into the pile by anyone, opponents included as they fuel their own draws, mints a lifelinking Moogle for you; a noncreature card pumps your whole Moogle board with counters. So the trigger wants two things that usually pull against each other: it wants the table to churn cards, and it wants that churn to include both a creature and a noncreature in the same end step, because clearing both clauses at once nets a token and a team-wide buff off one resolution. The optionality is what keeps the symmetry from being a pure gift to the table, but it never leaves you empty-handed: you can always discard for yourself, so a single card you pitch loots you and lights up whichever clause it satisfies, opponents or no. Their participation is upside, not a prerequisite, and it widens the ceiling to a token and a buff at once. Under a modest 1/2 lifelinker sits a tribal go-wide payoff built on the smallest possible increments: one Moogle, one counter, one of your end steps at a time.


