Void Maw
Most graveyard hate aims at the player; this aims at the board and pockets the proceeds. By replacing every other creature's death with exile, it does double duty: it quietly starves anyone leaning on recursion, sacrifice loops, or death triggers, and it builds a private reserve of exiled cards only it can spend. Note the scope of the replacement: it catches another creature's death, which means your own dying creatures feed it too, not just your opponents'. That widens the engine considerably, since you control when and how the corpses pile up. The pump ability is the cost-benefit hinge. Each card you feed back to its owner's graveyard buys a one-turn +2/+2, so the larger your exile stockpile grows, the bigger the trampler you can assemble in a single attack step. There is a real inversion of the usual aristocrat math here: the only way to cash a stolen card in is to give it back, returning fuel to the very graveyard you were denying. One important limit on the engine: tokens that die are exiled but cease to exist, so they never become cards in the exile zone and can never be spent. The 4/5 frame is the point: this is a body built to sit in play across turns, accumulating exiles before it ever swings. A Horror built for slow attrition rather than tempo, rewarding a board state where creatures die constantly and only its controller ends up with a graveyard worth caring about.
