Rev, Tithe Extractor
Deathtouch is the enabler here, not the payoff. Distributing it to a single creature on each of your attacks reads like a minor combat perk until you trace what it feeds: this is a theft engine keyed entirely to connecting, and deathtouch pressures the connection by making any attacker a threat opponents can only block at a cost. Once combat damage lands on a player, you mint a Treasure and pull the top card of their library into exile, castable on your own schedule and paid for in any color by the Treasure you just made. That structure sits closer to the impulse-theft effects that mine an opponent's deck than to the aristocrats value engines its Human Rogue frame might suggest, and it never asks who owned the card: what you exile is simply yours to cast. The scaling logic is worth reading carefully. Each player who takes combat damage from your creatures generates its own Treasure and its own stolen card, so the correct build spreads damage across a table rather than piling a wide board onto one victim. Every additional opponent you touch is another mana source and another card lifted, with no rider changing. It plays like the design fantasy of a professional extortionist rendered in cardboard: land a hit, take something off the top, and let the mark fund the mana to cast what you took.
