Boltwing Marauder
A go-wide payoff dressed as a beater. The trigger reads modestly (a single creature getting +2/+0 when another joins the battlefield) but it scales with how fast you can flicker, token, and chain bodies onto the field. Each entering creature is another pump, so a turn that empties a hand of small attackers can stack the buff repeatedly onto one threat, turning the Dragon itself or any other attacker into a sudden lethal swing. The design lives in the gap between two archetypes red and black already wanted to play: the wide aggressive board and the value engine that exploits creatures entering, not just attacking. By keying off "enters" rather than "attacks," it rewards reanimation, blink, and token production rather than simple combat math, and it does so at instant speed by default since creatures can enter on any player's turn. The body, a 5/4 flyer, is the closer that makes the pump matter: an evasive threat that the +2/+0 line can push past blockers in a single combat step. What keeps it honest is that the bonus only ever lands on one creature at a time and only the turn the creature enters, so it pressures you to commit bodies in clusters rather than drip them out. It is less a finisher than an amplifier: a card that asks how many things you can put onto the battlefield in one turn, and then pays you for the answer.



