Rogue Class
Combat damage as theft, formalized. Where blue and black usually mill or peek from the top of the deck through a dedicated spell, this turns the attack step itself into the extraction tool: every unblocked hit banks a card from the defender's library face down, where only you can read it. That trigger is the whole trick, because it fires again and again for as long as the enchantment sits on the battlefield, rewarding many turns of chip damage rather than one decisive swing. The class structure then addresses the obvious problems in sequence. Level 2 hands your team menace, the keyword that most reliably turns a clogged board into connecting attackers, so the theft actually happens. Level 3 unlocks the payoff: the exiled pile stops being a spoiler you glance at and becomes a mana-flexible second hand you can cast from, color be damned. The leveling gate is where the discipline lives. The level-ups only cost mana at sorcery speed, so you build toward the payoff on your own clock, but the stolen cards themselves stay worthless until a creature has been landing hits to fill the exile pile. Setup and reward are decoupled from each other, so the card grinds an advantage rather than dumping a windfall. A Dimir dossier dressed as a rogue's take: patient, incremental, and lethal only to a defender who lets the beats keep landing.



