Skirsdag Flayer
Repeatable creature removal stapled to a body, with a cost structured so the engine consumes itself. The activation wants four mana and a Human to feed it, which means the cleanest fuel is the card's own tribe: a board of Humans converted one at a time into destruction effects. That self-cannibalizing loop is the design tension worth sitting with. The flayer turns a wide Human deck into a slow, grinding control element, but every shot spends a creature you were presumably attacking with, so the more you fire it the thinner your offense gets. The decks that want it overproduce small bodies (tokens, recursion, expendable one-drops) rather than ones built to keep their Humans on the battlefield. The four-mana-plus-tap-plus-sacrifice price keeps the rate honest for a 1/1 that brings no immediate impact when it arrives; this is not a tempo piece, it is an attrition engine for the long game. Within Innistrad's Human-versus-monster framing it plays as the priest who feeds his own congregation to the cause, which is exactly how the mechanics behave: a quiet, repeatable kill spell bought with the lives of the faithful.
