Squad Rallier
The activation only pulls creatures with power 2 or less, and that ceiling is the entire point: it filters toward the weenies and value one-drops that stock a low-curve board, and quietly refuses to hand you the payoffs that top out higher. Each dig looks four deep for and surfaces at most one small body, so it is not a raw card-advantage engine but a consistency valve for decks whose whole gameplan lives at one and two power. The 3/4 frame does real work alongside the ability. A repeatable digger stapled to a fragile body gets picked off before it earns its mana back; the four toughness is what survives to keep activating, turn after turn, while the cards it declines to take go to the bottom in a random pile. Nothing about a given activation advances the board the turn you spend it, which is the friction: you commit tempo now for a steady stream of small threats later. And it does ask for a deck built around it, contrary to how modest the body looks. Point it at a list with too many three-power creatures and the ability whiffs on half the top four; it wants a board committed almost entirely to the bottom of the curve, and pays that commitment back one upgraded draw step at a time.
