Bloodshot Trainee
A repeatable removal engine gated behind a power threshold the body cannot reach on its own. The 2/3 frame sits two points shy of the four power the ability demands, which turns the whole card into a build-around puzzle: feed it an Aura, an anthem, a temporary pump spell, or any equipment that pushes power to four, and it becomes a tap-to-kill machine that erases a single creature for exactly four damage every turn at no further mana cost. The asymmetry of that gate is the entire design. A boost that persists across turns (a permanent anthem, a piece of equipment that stays attached) makes it a recurring four-damage cannon; an instant-speed pump lets it fire once on a clutch turn before fading back below the line. That conditional flexibility is the trade red is buying here: toughness 3 keeps it alive through the combat math that would pick off a fragile one-toughness pinger, while the strict targeting (one creature, four damage, no flexibility to split or aim at players) is the cost paid for unlimited reuse. It sits among the activated-damage creatures that hand you half a picture and ask you to assemble the rest yourself, where solving the puzzle yields a clean repeatable removal loop red rarely gets without spending a card on burn each turn.




