Sunscourge Champion
A creature designed to be worth drawing at two entirely different points in a game. The first cast is the throwaway half: a 2/3 that gains you two life and holds the ground while you develop. The proposition worth building around is eternalize, which lets you pay , pitch a spare card from hand, and exile this from the graveyard to return a 4/4 Zombie that gains four life instead of two. That split is the whole point of the keyword. It turns one card into two game-states, an early blocker that already traded or chumped and a late threat that lives entirely in the yard, and it hedges against the two things that make lategame draws feel dead: flooding, since the discard is fuel rather than a cost you resent, and redundancy, since a creature you no longer want off the top is one you happily spend from the graveyard instead. The brakes are deliberate. The double-white pip on the activation keeps the card out of light splashes, and the sorcery-speed clause means no ambush blocker, no instant-speed surprise; you commit the reanimation on your own turn or not at all. What lifts it above a vanilla lifegain body is that both halves earn their keep at opposite ends of the curve, with the second waiting patiently in exile-bound graveyard limbo rather than clogging a hand that has moved on. Grind long enough and the same card pays you twice.

