Typhoid Mary, Fractured
The three personalities are the design: a combat trigger that fractures into three distinct payoffs (ramp, cards, drain), rolled at random by default. The wrinkle is the escape hatch. Discard a card this turn and the roll becomes a decision, which turns a gamble into a plan and quietly names the deck's engine: Rakdos already loves to throw cards away, so the discard-to-choose clause reframes every rummage, cycle, and looting effect as a way to point Mary at exactly the resource you need. That coupling is smart because it rewards the archetype's natural glue rather than asking for a bespoke build. Left to chance, she is a coin-flip value creature; fed a discard, she becomes a repeatable Treasure-maker, a card-advantage tap, or a symmetrical life-swing, none of which requires combat damage, since the payload fires on the declaration of attack rather than on connecting. That is the subtler generosity here: an unblocked hit is not the tax, the attack itself is the price of admission, so you collect even into a wall or a chump. The real friction is that she has to be attacking at all, committing to combat every turn to keep the trigger flowing, and each mode individually is modest; the value comes from stringing attacks together while keeping the discard tap open. It is a compact study in converting a probabilistic effect into a controllable one, with the cost of control being a card you were happy to pitch anyway.

