Agrus Kos, Spirit of Justice
Suspect is the mechanic's whole hinge, and this is the closest thing it has to an engine. Suspecting a creature hands out menace and takes away its ability to block, which reads like a downside for the controller of the suspected creature but functions as a targeted disarm: a suspected blocker can no longer stand in front of your attackers. What makes this a two-stage removal spell rather than a one-off nuisance is the exile clause. The trigger checks the target's status: hit a fresh creature and you suspect it; hit an already-suspected one and it leaves the game entirely. Because the trigger fires on both entering and attacking, and because vigilance means attacking never costs you the block, an unanswered copy marks a creature on arrival and exiles it a turn later, with the double strike guarding the gap on defense in between. The design reward for building around it is speed: any other source of the suspect condition (a co-conspirator that suspects on its own terms) lets this trigger skip straight to exile, collapsing what looks like a slow two-turn clock into removal the moment the target is already marked. The 2/4 body with double strike and vigilance is built to survive the turns that plan takes, trading raw combat presence for the patience the removal loop demands.




