The Wise Mothman
A 3/3 flyer that hands its own liability to the whole table, then profits from the fallout. The enters-or-attacks trigger seeds every player with a rad counter, and rad counters are self-inflicted attrition: they mill their owner at the start of that player's precombat main phase and peel away as nonland cards fall. Because the active player casts or attacks after that window has already passed for the turn, the opponents are the ones who mill first, taking their next turns and feeding graveyards before the Mothman's controller ever draws a rad-counter trigger of their own. The self-mill payoff keys off milling by any player from any source: it does not care whose library shrinks or why, only how many nonland cards hit a yard at once, distributing +1/+1 counters across a spread of creatures scaled to that count. The three colors are structural, not cosmetic. Black and green own the counters-and-graveyard axis; blue supplies the self-mill density that lets the payoff fire on your own turn rather than waiting on the rest of the table to feed it. The pressure the build has to answer is baked into the anthem's timing: the reward only lands if the receiving creatures are already on the board when the nonland cards fall. Symmetric enabler on one axis, asymmetric anthem on the other, provided the deck is assembled to be the one player who cashes in the wreckage everyone is sharing.





