Bloodcrazed Neonate
The bargain here is the whole pitch: a 2/1 for two that grows itself every time it connects, in exchange for surrendering the choice of whether it swings. The attack-each-combat clause is the price, and it is a real one. The card snowballs only if its damage keeps landing, and the same compulsion that powers the engine walks it straight into a blocker, a removal spell held for value, or a chump that resets the math. Aggressive red has always traded agency for rate, but this is a particularly clean statement of it: the counter is a reward strictly gated behind player damage, so a board stall or a single sturdy blocker starves the growth entirely. The 1-toughness body sharpens the tension further, since the creature that most wants to be in combat is also the one most easily picked off in it. What you get for accepting all that is a two-drop threat that, left alone for even two turns, outgrows the removal that would have killed it on the cheap. It is the aggressive-Vampire template in miniature: fragile, mandatory in combat, and dangerous precisely because it punishes any opponent who cannot answer it before the counters compound.


