Angrath, Minotaur Pirate
The third Angrath, and the one most committed to the Pirate tribe his flavor demands. Where the other versions leaned on direct damage and hand disruption, this one builds its plus around a slow, repeatable Pyroclasm aimed at a single opponent and their board: one damage to the player and every creature they control, every turn, climbing loyalty while it grinds out X/1s and softens everything else. The minus that gives the card its identity is the recursion: reanimate a Pirate from your graveyard straight to the battlefield, which rewards a build dense enough that any dead Pirate is worth the three loyalty. That tension is the whole design. The plus pushes toward damage-based board control; the middle minus pulls toward a creature-heavy tribal deck that wants bodies on the battlefield, not in the bin. The ultimate, at minus eleven, is a board wipe and a life-total assault scaled to the opponent's own power, the kind of finisher a six-mana planeswalker has to earn loyalty toward rather than reach in a turn or two. Read together, the abilities sketch a planeswalker that grinds before it ramps, attriting a single opponent's defenses while quietly assembling a Pirate army to capitalize. The narrowness of the reanimation clause is the cost of admission: this is a tribal payoff first and a control piece second.
