At the beginning of each end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
Sygg, River Cutthroat is a cheap, evasive Dimir card-advantage engine: each end step where any opponent lost 3+ life, you draw. Spread out small amounts of damage and life loss across all opponents to refill your hand every turn, then convert that advantage into a control-combo or aristocrats finish. You play a low curve, protect Sygg, and grind opponents out with superior resources.
Draws an extra card almost every turn for just 2 mana, snowballing card advantage hard.
Triggers off any opponent's life loss, so multiplayer damage, pings, and edicts all enable it.
Evasive 1/3 body that's cheap to recast and easy to protect.
Synergizes with the whole aristocrats/ping/group-slug shell already common in Dimir.
Doesn't directly close games—needs separate win conditions.
Fragile to board wipes and spot removal; the engine stops if Sygg dies repeatedly.
If opponents gain life or you fail to deal 3 damage, you simply don't draw.
Can struggle in fast combo metas where card advantage is too slow.
Wipes small creatures and drains all opponents, easily clearing the 3-life threshold.
Add efficient tutors and fast mana (Dark Ritual, Demonic Tutor, Vampiric Tutor) plus cheap protection (Heroic Intervention substitutes like Counterspell, Imp's Mischief) to keep Sygg online. Tighten the curve and add a compact combo finish (Mikaeus + sac outlet, or Exsanguinate) so your card advantage actually converts to wins. Improve mana with duals, fetches, and Mana Drain/Mystic Remora-style engines to support a tempo-control gameplan.