Blaze Commando
The trigger here keys off the spell, not the creature, which is what makes this an awkward sell as a five-mana 5/3. The body never has to attack to earn its keep: every time an instant or sorcery you control actually deals damage, you bank two hasty Soldiers. The condition is precise and easy to underrate. It cares about a spell dealing damage, so it ignores anything that routes the damage through a creature: a fight effect makes your creature deal the damage, not the spell, so it produces nothing here. Damage is the gate, not target count either. A Pyroclasm that hits a board of three creatures deals all of it simultaneously from one spell, so the ability triggers once and makes exactly two tokens, not six. Counterspells, the lifegain half of a Lightning Helix, and any "destroy" removal pay out zero. Burn-to-the-face is where it lives: with this on the board, a face deck turns every Lightning Bolt into Bolt-plus-two-attackers, converting a reach plan into a flood-the-board plan. The 5/3 is the part that punishes you. Three toughness folds to most of the same red spells you want to be casting, and the two-color cost narrows the trigger pool to the slice of red and white that burns rather than gains life or makes tokens directly. It is a payoff waiting for a deck of damage-dealing spells, and the friction is that such a deck rarely wants to spend its five-drop on a fragile enabler instead of another spell.
