Agents of S.H.I.E.L.D.
A 2/4 that pays you for going in alone: the buff triggers only when a single creature attacks unaccompanied, which is a deliberately narrow condition that runs against how white usually wants to fight. White's aggressive shells reward wide boards, mass pumps, and convoke; this body asks the opposite, rewarding a lone attacker willing to punch through a stalled board. The +1/+1 lands on whichever creature swings solo, so the natural home is a deck built around a single evasive threat, or the late-game turn where you have one flier left and want it hitting for a little more. The defensive backside is the quiet part of the design: a 4 toughness means this can sit back and block early, holding the ground while it waits for the board to thin out to the point where one attacker is the correct line anyway. The lone-attacker trigger is an old white idea, the kind that shows up on cards that reward a single decisive strike rather than a swarm, and it works best when the pilot is disciplined about when to commit rather than dumping the hand and going wide. On a Human Spy Hero body it reads as a support piece for a solo-operative gameplan, not a payoff you build the whole deck to enable.
