Symbiote Spider-Man
Removal against most card-advantage creatures answers the whole package: kill the body, and the dig-on-damage engine goes with it. Here, killing the body only relocates the threat. The combat trigger is a familiar Dimir shape (connect, look at cards equal to the damage dealt, keep one, pitch the rest to the yard), but the second ability treats the creature's own corpse as fuel. Once it dies, pay the same cost again, exile it from the graveyard, and graft that dig trigger onto another creature you already control, plus a counter. The symbiote-jumps-hosts flavor does real mechanical work: an opponent who spends a card to answer the body has not answered the ability, only prompted you to reattach the engine to a creature they were not accounting for, at a moment you pick. The leash is that the rehost activates only as a sorcery: no instant-speed relocation to dodge a sweeper or ambush a blocker, and the recursion competes with the rest of your turn for mana. The lineage is the enchant-your-own-creature toolbox, the old auras that granted evasion or a combat trigger, folded into a self-recurring package where the "aura" is the creature itself. Losing the host reads as a cost you sequence around rather than a blowout you fear, which is a quietly different relationship with removal than the usual dig-on-damage threat asks for.



