Morbius the Living Vampire
The 3/1 body is the tell: three power's worth of pressure hung on a single point of toughness, a flier that trades or dies to almost any burn spell and is meant to. Alive, it climbs over the ground, holds back on defense thanks to vigilance without giving up the assault, and drains life on every point it connects for. That fragility is not a problem the design ignores; it is the premise the second half plans around. The graveyard ability reads the death of the front half as a green light. Once the flier is gone, you exile it as part of the cost to dig three cards deep and pull the one you need, so the two modes are not an either/or. In most games you get both: the aggressive lifelinker first, then the selection spell after the body is spent. What keeps the sequence honest is the shape of that second cost. It demands both colors again from the yard, and the self-exile is baked into the activation rather than its resolution, so there is no loop, no recursion, no path back to the battlefield. The dig is a one-time refund, available exactly once, for a creature that was always headed to the graveyard. The whole thing is a two-act structure paid out across a game rather than a decision made at any single point.

