Rag Dealer
Most answers to a graveyard, going back to the earliest sets, have been enchantments or sorceries that wipe the whole bin at once; this is the rarer model, a repeatable single-yard exile bolted to a 1/1, costing and a tap each time it fires. That structure makes it slow against any deck that refills faster than one activation can pick clean, but it also makes it a recurring threat the opponent cannot resolve by emptying their yard a single time. The targeting matters more than the exile in practice: a measured, surgical hit (up to three cards from one graveyard, never the rest of the table) reads as attrition rather than a reset button. This is the incremental, creature-based hate an early-era design philosophy favored before graveyard interaction migrated almost entirely onto cheap enchantments and instants. The friction cuts against the card itself: each tap spent exiling is a tap the body is not attacking with, and the activation cost is steep for an effect competitors deliver in bulk for less. What it offers in exchange is permanence and the option to hold the ability up as a deterrent, exiling a reanimation target the moment it lands in the bin rather than after it has already come back.
