Rescue Leopard
The trigger keys off tapping, not attacking, which is a quieter and more flexible loot than most red aggro creatures carry. A 4/2 that swings hard and dies to a stiff breeze is standard red pricing; what changes the math is that every attack, every tap for a convoke or crew or activated ability, offers a rummage. The discard-then-draw is the aristocratic version of card selection: it costs you a card in hand but improves the quality of what you keep, letting you pitch a dead land or a spell that has outlived its window and dig one deeper. That fits red's problem more precisely than raw card advantage would; aggressive decks flood out on lands and clog on situational spells, and a body that filters those away while it attacks smooths the curve without slowing the clock. The "may" matters too: with an empty hand or nothing worth ditching, you simply decline, so the trigger never punishes an aggressive keep. It rewards decks with graveyard payoffs or discard-matters cards, since the loot feeds them for free every time the leopard turns sideways. The tension the design accepts is that the payoff is passive and repeatable but small, one card at a time, gated behind a fragile toughness. It will not grind out a control deck on its own; it keeps the gas flowing in a deck that was always going to be attacking anyway.
