Take Out the Trash
Two mana for three damage to a creature or planeswalker at instant speed is a fair rate, not a spectacular one: it kills most of what an aggressive deck wants dead and leaves the rest, without a drawback stapled on. What gives the card its color and its typal home is the rummage rider. Point it at a threat, and if you control a Raccoon, you may discard a card to draw one, turning a spent removal spell into a fresh look on the way to the graveyard. The discipline is in the sequencing and the optionality. Because you discard before you draw, this is a rummage rather than a loot, so it plays into a deck that wants specific cards in its bin rather than one that just wants to filter. And because the whole rider is a "may" gated behind a creature type, the base case never sours: a topdecked copy with an empty hand, or a shell with no Raccoons, is still clean two-mana removal rather than a live discard you would rather not make. That is what makes the design hold. It never degrades below a functional burn instant, and it quietly accrues card selection only once the tribe is already assembled and doing what it set out to do, which is exactly when a removal spell can most afford to be doing two jobs at once.
