Rooting Moloch
Cycling is normally priced as pure velocity: you pay to swap a dead card for a live one and never see the discarded card again. This 4/4 inverts that assumption by treating your cycling graveyard as a stockpile, exiling one of those cards on entry and granting a window to play it: a spell to cast, a land to drop, whatever the exiled card happens to be. Every cycler in the deck becomes a card you get to use twice, once to draw and smooth, once to replay off the entry trigger. The design tension sits in the sequencing: the trigger only fires on entry and only reaches cards that already carry a cycling ability, so the retrieval runs only as deep as the deck's commitment to cycling in the first place. Its own cycling clause closes the loop, letting a stranded copy pitch itself for value early and get retrieved later by a second one. The playback window (until the end of your next turn) is generous enough to bank a land drop or hold an expensive cycler for the following turn, quietly rewarding patient sequencing over dumping the exiled card the moment it clears exile. Strip away the recursion and it is a body; the recursion only exists inside a deck built to cycle as an engine, and it repays that commitment by turning the discard pile into a second hand.

