Olivia's Attendants
The pinger is the engine that makes the rest of the card cohere. On its own, a 6/6 with menace that spawns Blood on damage is a fine beater with a delayed card-selection payoff: the tokens filter, they don't refuel directly. But the repeatable ping for one damage turns that trickle into a faucet you control. Each activation is a Blood token, so the loot fuel costs only mana, and you can point the damage anywhere: a face, a small blocker, a planeswalker. The Blood-on-damage clause counts all damage, not just combat, so the ping and the swing feed one mechanism. There's a subtle sequencing reward in that the six-power body wants to connect (menace helps), and when it does it hands you six Blood at once, which is where the card stops looking like value grind and starts looking like a way to dig through half a deck. Blood is the thriftier cousin of a full draw engine, discard-then-draw rather than pure card advantage, so what benefits most is a shell hungry for graveyard fuel or specific answers over raw count. Everything about the construction points the same direction: a resilient threat that converts every point of damage it deals, from any source, into selection, with a trigger button that keeps the meter running when combat stalls.



