Necromaster Dragon
The combat-damage trigger is a taxed payout, not a free one: the first connection does nothing until the is sunk in afterward, and that toll is what stops an evasive body from spiraling into unchecked value. Pay it, and the hit converts into a 2/2 Zombie plus two cards off each opponent's library, a payoff that compounds only as long as the Dragon keeps swinging and the mana keeps stretching to cover it. The mill clause points strictly at opponents, so the graveyards it fattens are theirs; the decking pressure is real but incidental to the token, which is where the trigger earns its keep. Each Zombie both widens the board behind the attacker and feeds a Dimir attrition plan built on creatures dying and coming back, so the army it raises is doing double duty as blockers, fodder, and pressure. A 4/4 for five with flying survives most removal that wants a clean trade and forces an answer before the pay-as-you-go engine starts banking Zombies. What the card asks for is not a single decisive turn but a repeatable grind: an evasive clock that never lets up while it slowly assembles a wall of the dead and grinds each opposing library two cards at a time, contingent on a board that can protect the Dragon and a hand that can keep affording the tax.



