Veronica, Dissident Scribe
Rummaging attached to combat is not new, but bolting a second reward onto the same discard is where this design earns its keep. The attack trigger is discard-then-draw, not draw-then-discard: you pitch a dead card, then replace it, all off declaring an attack rather than connecting. That distinction matters for sequencing dead cards, but either way the discard is free, because the ability replaces the card you pitch. You are not down a card to feed the second half of the engine. The once-per-turn nonland discard then mints a Junk token, a delayed impulse-draw artifact that reaches past your hand into deck-depth you would not otherwise touch. So the sequence nets you a fresh card from the swing and an exiled card from the token, from a single discarded card you did not want anyway: pure advantage, not a trade. What sharpens the payload is that Junk reaches into your deck. The card it exiles can be another spell you cast the same turn, opening a discard-into-play chain off one trigger. Token production keys off any discard, not just the attack, but only the first nonland discard each turn makes one, so the cap is a single Junk per turn rather than a stacking loop; extra outlets buy you card quality, not more artifacts. The menacing 3/3 exists to keep entering the red zone, since the trigger only asks that she attack, not survive it. As a discard-matters engine wearing an aggressive frame, she is a tidier package than that axis usually gets.



