Ogre Shaman
A repeatable two-damage pinger that charges you twice: two mana and a card pulled at random from your hand. That randomness is the design's pressure valve. A reusable two-damage shot for two mana would be a format staple in any era; bolt a forced, uncontrolled discard onto the activation and the engine becomes a wager. Every use thins your hand toward an unknown bottom, which means the card punishes you for running it dry and rewards a hand stocked with chaff you would not miss. This sits among the early red effects that treated discard and the graveyard as a resource rather than as pure downside, an early gesture toward the discard-as-fuel red that would mature in later sets. The body itself is incidental; nobody plays this for the stats. What it represents is a designer probing how much repeatable reach a five-mana creature can carry before it needs a brake, and choosing randomness as the brake rather than a tap, a sacrifice, or a once-per-turn clause. The answer the card gives is that random discard is a harsh enough governor to let the rate run unbounded, which is also why the engine never found a home: the cost is too punishing to lean on, and too slow to matter once you can afford to lean on it.

