Prophetic Flamespeaker
Double strike is doing quadruple duty here, because the combat-damage trigger reads once per hit and double strike lands two hits. A single unblocked swing splits into a first-strike damage event and a regular damage event, so the top two cards of your library end up exiled and playable that turn, not one. The 1/3 body is the bill for that arithmetic: a fragile attacker that wants enchantments, equipment, or a pump to survive the swing, and trample so a chump-block does not zero out the impulse draw. What makes it unusual is where the card advantage comes from. Red's usual engines rummage, loot, or ritual their way to velocity through the graveyard and the hand; this one reads combat damage as the resource, mining the library through the color's most native verb. The "play it this turn" clause is the tax that keeps the doubling in check: you are spending mana the same turn you find the cards, so a connected swing rewards a low curve rather than spiraling into free value. Lands count too, which means a hit can quietly fix a stumbling draw as easily as it can chain spells. Among red attackers that turn your own library into fuel, the double-strike multiplier is the wrinkle that makes each connection pay twice.
