Qiqirn Merchant
Four toughness on a one-power body signals a creature meant to sit on the ground and outlast removal, filtering a card each turn while it does. That first ability is textbook loot: draw before discard, so the card you throw away is one you have already looked at, which turns it into a slow engine for finding the piece a control shell is missing. The sacrifice ability is the real design bet. Seven mana to sacrifice for three cards would never see play at rate, so the whole thing hinges on the discount, which shaves a generic mana off the cost for each Town you control. Stack up Towns and the burst refill collapses to something you can fire alongside your turn's real play, converting a patient filtering body into a one-shot draw-three that consumes itself. The two modes want opposite things across a game: early, it stalls and digs behind that fat toughness; late, with enough Towns assembled, it cashes out and leaves the board. Whether you hold it as an engine or blow it up for a burst is a live decision every turn you draw a Town, and the correct answer keeps shifting as the count climbs.
