Bloodthorn Taunter
The design knot is that this hands a haste enabler to exactly the creatures that least need help being threatening, and then makes that the whole point. Anything with power 5 or greater is already a serious problem the moment it resolves; what a freshly cheated bomb lacks is permission to attack, and the tap ability supplies precisely that. On its own a 1/1 with haste is chump fodder. Pointed at a Hellkite or any giant that just hit the table, it converts a one-turn warning into a same-turn swing for lethal. The math turns brutal in the right shell: any creature you reanimate, sneak in, or blink back before combat stops being a sorcery-speed liability and gets to attack immediately. The 5-power floor is the discipline; it locks the effect to the exact class of bodies where surprise haste decides the game and prevents it from becoming a generic enabler for two-drops. What separates it from haste outlets that ask you to sacrifice or discard is that the tap costs the Taunter nothing it cannot get back: it stays on the board as a repeatable enabler, ready again next turn. It rewards the deck built around landing one enormous threat and demanding an answer before the opponent untaps, and offers nothing to the deck that wants to grind. That narrowness is not a flaw to apologize for; it is the entire brief.
