Bone-Cairn Butcher
The trick is that Mobilize and the deathtouch clause are written for each other, and neither pays off alone. Mobilize 2 makes two tapped, attacking Warriors every time this swings, bodies that hit once and get sacrificed at end of turn: on its own, a modest fodder engine. The static ability rewrites what those tokens are worth by giving deathtouch to every attacking token you control. A 1/1 with deathtouch trades up with anything in the red zone, so a defender now weighs eating a token against losing a real creature, and the end-step sacrifice stops reading as a cost because those bodies were always going to be spent that combat. Note the clause is scoped tightly to attacking tokens: the Demon's own 4/4 frame gains nothing, and neither do your nontoken creatures. The synergy closes inside one card, which is the unusual part. Most anthem effects want a wide board assembled over several turns; this one manufactures its own targets on attack and cashes them in the same combat step. What it asks in return is that you keep swinging. The whole apparatus is dormant on defense: no attack trigger means no tokens, and no attacking tokens means no deathtouch to hand out. That forward-only wiring is the restriction that keeps the package in check. It is a machine with no reverse gear, and the moment it stops attacking it stops doing anything at all.
