Mount Velus Manticore
Discard as a resource stops being a downside the moment the payoff scales with what you throw away. The trick here is card-type counting: a plain creature or instant is worth one point, but the game is full of stapled-together typelines that read as two, three, or four. An artifact creature is two. An enchantment artifact is two. A tribal instant, an artifact land, a creature you'd rather not draw off the top anyway: each is worth more in the bin than it ever was in hand. That reframes deckbuilding around a different question than most burn engines ask. Instead of hoarding reach, you seed the deck with dead multi-type cards specifically to feed the discard, converting flooded and situational draws into repeatable damage at the start of every combat on your turn. The 3/4 body matters because it survives the swing it enables; this isn't a fragile combo piece but an attacker that keeps pinging while it advances the board. The window is the sharpest part: because the trigger fires at the beginning of combat on your turn, you can point the damage at a blocker before attackers are declared, clearing a lane you then walk into, or simply aim it at a face and treat the discard as a slow-motion burn spell that never runs out. The ceiling is a design choice, not a rate: the card is only as good as the junk you're willing to build around it.
