Trench Stalker
A 4/5 for five is inert on rate until you feed it, and the feeding is the entire point: this body does nothing special until you've drawn a second card in a turn, at which point it becomes a blocker nobody wants to trade with and an attacker that gains back the life it swings for. The design gates conditional keywords behind card advantage rather than the more familiar gates of mana, life payment, or graveyard fuel, which ties the beast directly to whatever draw engine sits alongside it. That gate does most of the balancing work; deathtouch and lifelink together are strong enough that a static grant would push the card, so the two-cards-per-turn condition demands you actually be operating an advantage plan rather than casting it into a fair midrange curve. Once the condition is live the body plays far above its stats: deathtouch turns the 4-power attacker into a threat every blocker respects, and lifelink converts that same combat math into a life swing that buys the draw engine more time to keep the condition satisfied. It is a payoff dressed as a beater, and it only earns its keep in a shell whose whole plan already runs the extra card each turn.
