Spectral Snatcher
A 6/5 for six mana is exactly the body you dread drawing while the game is still young, so the swampcycling clause functions as an escape hatch: pitch it for two mana, dig toward a Swamp, and feed the graveyard on the way out. That much is ordinary cycling relief. What makes the design cohere is that the Ward asks for the same currency the cycling asks of you (a discarded card), except now the toll falls on the opponent. Anyone pointing removal at this Spirit either ditches a card of their own or watches the spell get countered, and the shield costs its controller nothing once the creature is on the battlefield. That symmetry of resource, discard on both ends, is the seam worth noticing: the card you throw away early to escape a clunky draw becomes the card your opponent is forced to throw away late to answer the beater. The protection is far from airtight. A hand flush with excess cards pays the Ward without flinching, and a one-for-one removal package can simply eat the discard and move on. But the resilience never comes out of your own hand: every point of it is levied against the person trying to kill the creature. That is the unusual wrinkle in an oversized black beater, which normally just swallows the anti-synergy of being a dead card in the wrong matchup; here the top-end liability and the on-board protection are the same mechanic, read from two different sides of the table.
