The Infamous Cruelclaw
Impulse-draw payoffs usually price the risk into the draw: you exile a card and get one shot to use it or lose it. This weasel keeps that one-shot window but changes what fills it. Landing a hit exiles cards until you find a nonland spell, and the offer is take it now or leave it exiled: the trigger sets no duration, so you either cast the card during resolution by pitching something from hand, or it stays exiled forever. The discard is the tax, and it is a light one, because it replaces the mana cost entirely rather than adding to it. That distinction is the whole engine: connecting once with a 3/3 lets you deploy something well above its mana value while paying only a card you were probably done with anyway. Menace is doing real structural work, and not the "slip through" kind: the creature cannot be blocked by a single creature at all, so a defender either commits two bodies or lets the damage through, and either outcome tends to favor the attacker. The reach on the effect is deliberately uncapped: whatever your deck's most expensive nonland spell is, this is a delivery mechanism for it, and the ceiling scales with how greedy you build. It reads like a modest aggressive drop and behaves like a recurring discount-cast engine bolted onto an evasive attacker, which is a lot of design tension hung on three power at three mana.



