Ruin-Lurker Bat
The interesting design decision here is that white, historically the color with the least graveyard business, gets a payoff for filling its own yard. Descend rewards permanent cards hitting the graveyard from anywhere, and the trigger checks that condition at your end step without demanding a sacrifice or a mana cost: the card wants you doing graveyard-feeding things you were already doing, then quietly hands you a scry for the trouble. That framing matters because the body is a one-mana flying lifelink 1/1, a stat line that already earns a slot in aggressive lifegain and evasion strategies before the trigger enters the conversation. The scry is upside stapled to a creature that would see play regardless, which is how you push a niche mechanic onto a color that has never cared about it: attach the reward to a card people already want to run for other reasons. The conditional (did a permanent card hit the graveyard this turn) carries the whole cost of the effect, turning a passive scry engine into something you have to actively switch on and keeping the value gated behind real deckbuilding. Fetching, sacrificing, dredging, self-mill: any of them lights the trigger, but a flat draw-go turn leaves the bat as a plain evasive lifelinker.
