A-Kargan Intimidator
The static ability at the top is a rules engine dressed as flavor: "Cowards can't block Warriors" is inert until Cowards exist, and the activated ability's second mode manufactures them on demand. That is the whole design loop. Spend one to demote any blocker into a Coward for the turn, and the static line then forbids that creature from stopping your Warriors. So the two modes are not really alternatives; they are a two-step. The clause forcing you to pick a mode that "hasn't been chosen this turn" is what keeps the loop from running away with unlimited mana: one pump and one demotion per turn, not an infinite chain in a single combat. It rewards Warrior density without demanding it, since the +1/+1-and-trample mode still works on any Warrior you control and pushes damage through a shrinking board. The 3/1 body is the giveaway about intent: this is not built to survive a trade but to remove the reason a trade would happen, clearing a lane for a wide attack. The clever part is the Coward creature type itself, otherwise vestigial flavor from an older tribal era, doing genuine mechanical work here. Building an evasion payload out of a joke type nobody builds around, then generating the demoted creatures yourself so the payload never sits idle, is the quiet trick under a card that reads like a draft-common flavor gag.
