Putrid Imp
Discarding for value used to be a cost you paid grudgingly; this little Zombie turns it into the thing the deck wants to do anyway. Its discard outlet has no per-turn limit and no restriction on what you pitch, so it functions as a free repeatable engine for graveyard strategies: pitch a fatty you intend to reanimate, dump a card with flashback, or simply empty your hand to fuel threshold and madness payoffs. The flying it grants is incidental; the real product is the discards themselves, which is why the body matters less than the slot it occupies on turn one. That makes it one of the cleanest one-drop enablers black ever printed for the dredge-and-reanimate axis. Threshold then doubles as a built-in clock: once seven cards pile up in the yard (which the imp itself helps assemble), it grows and loses the ability to block, quietly recasting the card from utility creature into attacker once the graveyard work is done. The "can't block" clause is the honest restriction, signaling that by the time threshold comes online you should be on the offensive rather than holding the line. It is a creature whose stats are an afterthought to its function: a discard valve first, a beater second, and a graveyard archetype's opening move above all.


