Shoal Kraken
The blue looter reimagined as a repeatable engine that only powers on inside an enchantment-matters shell. Where most triggers that fire off entering enchantments swing tempo (pumping a token, pinging a creature, draining a life), attaching the trigger to a loot is a quieter, stickier idea. Every enchantment that enters under your control offers the same option, draw a card then discard one, whether it arrives from a hardcast spell, a token generator, a reanimation effect, or a flicker. That loop pulls double duty: it digs toward the payoffs the deck is built around, refining a hand while you develop your board, and it feeds the graveyard late, pitching cards that would rather be discarded than cast (recursion targets, escape fuel, delve fodder). The 3/5 body is what keeps the engine alive; it blocks most of what an aggressive deck wants to send in, so the looting keeps ticking while you stabilize rather than trading itself away the turn it resolves. The optionality matters too, since the draw-and-discard is a "may" you can decline when your hand is already what you want. It is a slow card by design: no single trigger swings a game, but a board that flickers or repopulates two or three enchantments a turn turns this into a card-selection subgame running underneath everything else, filtering through repetition rather than a single stapled draw-discard.
