Angelic Sell-Sword
The token factory is the engine, and the tokens it makes are not chump blockers: they are pump batteries. Every nontoken creature you deploy (including this Angel on the way in) leaves behind a 1/1 red Mercenary whose sorcery-speed tap redirects +1/+0 wherever you want it. The two triggers pull the board toward one attacker in particular, because the draw is keyed specifically to this creature swinging: reaching six power on the Angel itself is what turns each attack into a card, so all those redistributable pumps have a natural home. That is the loop the design is built around, and it is deliberately narrow. The Mercenaries inflate power broadly, but the card only rewards inflating this body, so the +1/+0 stacking has an obvious target rather than paying off on any random beater. The sorcery-speed clause on the tap is the restriction doing the real work; the pumps happen on your turn, committed before combat math resolves, so the tokens can never ambush a blocker or bluff a trick. You are building a board that wants to attack, not one that reacts. The nontoken clause on the token-generator is the other honest constraint: the Mercenaries cannot recur themselves, so the go-wide plan still has to come from actual bodies entering. Vigilance keeps the payoff attacker back on defense, which is the small mercy that lets a fragile 4/4 both swing for cards and hold the fort.

