Tomb Robber
Most explore cards spend the keyword once, on entry, and move on; this one bolts explore to a repeatable engine and pays for it with the card in your hand. The discard is doing two jobs at once. As a cost it filters your deck, dumping a stranded land or a spent spell to dig for action, and when explore reveals a nonland it lets you fuel the graveyard by binning the card you saw. As a payoff it grows the body upward one flip at a time, since every nonland reveal parks a counter on the 1/1. Menace ties the package together: the same activations that turn dead cards into selection also turn a hard-to-block attacker into a clock, and the two halves reinforce each other turn after turn as long as you have cards to feed it. The friction is mana and hand size, not a finality counter or a once-per-turn clamp, which means the rate scales with how flooded or how empty your hand is. That is a sharper design than the body suggests: a discard outlet that improves your draws, a growth engine that closes games, and an evasive threat, all activated off a single line of text and limited only by what you are willing to throw away.


