Neheb, Dreadhorde Champion
Every red combat-damage payoff has to answer the same question: what do you do with a resource that expires the moment combat ends? This one answers by refusing to let it expire. The rummage-plus-ritual trigger is generous on its face (discard any number, draw that many, and mint that much red), but the clause doing the real work is the second sentence: the mana it generates survives the end of steps and phases. That single line converts a combat trigger into a genuine mana engine, because it hands you a pool that carries through the post-combat main phase intact rather than draining as the game ticks forward. It is a deliberate echo of the original Neheb, the Eternal, who added red for each opponent's lost life after combat; that older design paid you for aggression, while this one pays you for connecting and then lets you spend the reward in a real window. The 5/4 trample body is the delivery mechanism, not the point: the discard-and-draw smooths a hand full of dead cards while the mana that outlasts the combat step funds whatever expensive spell or activated ability you were holding. The card wants to be attacking into an empty board and cashing a surplus of lands and spells into a burst of red that does not evaporate before you can use it.




