Monastery Raid
Impulsive draw with a variable ceiling gated behind combat, and that gate is the whole design negotiation. Cast for its printed cost, it exiles two cards you may play through your next turn: a modest, reliable dig that never asks anything of you. The freerunning line rewrites the payout, scaling the exile to X once a connected attacker has landed damage. The elegant part is that the same condition which unlocks the bigger dig also sets the price: freerunning costs , so surplus mana after a good swing becomes fuel for a deeper look. The condition and the multiplier ride the same lever, which is a cleaner answer to the impulsive-draw scaling problem than most attempts, which tend to either lock the count at a fixed number or bolt the draw onto an unconditional cost. Because the two-card floor is always there, the card refuses to be a pure combat reward: any red deck that just wants to see more cards can run it as a fine, low-friction top-end, while a deck built around attacking gets the larger payoff it was already positioned to earn. The freerunning cost is available only after dealing combat damage with an Assassin or your commander, so the deck that satisfies it is the one that gets the fistful of cards, and the deck that does not still gets its two. Two jobs, one card, priced honestly against what each deck is willing to do.

