The Locust God
The engine here is a feedback loop built on a single conversion rate: each card drawn becomes a flying, hasty body, and each body is a clock. The second ability is what closes that loop, because it lets you spend mana to churn draws even when your library is not otherwise doing the work; every loot trigger is another Insect. Stack enough draw-per-turn effects and the token count runs away from the board faster than most decks can process it, which is the whole point of building around a god whose reward for card advantage is measured in creatures rather than options. The death trigger is the design discipline that keeps it viable as a repeatable resource: rather than exiling it, it simply comes back to hand at the next end step, so a removal spell buys an opponent one turn and a recast cost, not a permanent answer. That recursion also makes the body itself less relevant than the trigger it carries; the 4/4 flier is almost incidental to a card that wants to sit at the top of a draw-matters pile and manufacture an army. Blue-red has circled the "draw a card, get a benefit" theme for years, from cantrip-fueled tempo to storm-adjacent value; this is the version that turns the benefit into a self-contained win condition.







