Boros Strike-Captain
Battalion has always paid a flat bonus for showing up in force: a temporary buff, a life swing, a tapped blocker. This one instead converts the three-attacker trigger into a card-advantage engine, exiling a card and handing you a window to play it. The wrinkle lives in the timing clause. The impulse-draw is not stapled to that combat step; you may play it during a turn in which you attacked with three or more creatures, so it survives through second main phase and can be cashed in later that same turn once normal timing permits. That flexibility is the real reason to run it over a card locked to the moment it flips.
The design tension it resolves is the one aggressive white-red decks have always run into: a wide board of small creatures runs out of gas the instant the opponent stabilizes, and drawing a land while holding a full graveyard feels like the deck failing at its own plan. Making the attack step itself the refuel, gated behind the same three-creature threshold the deck is already chasing, means the payoff grows in step with how well the go-wide plan is working. The 3/3 body matters here: it is a genuine third attacker rather than a reward that needs two other bodies just to exist, so it counts toward the trigger it enables instead of sitting behind it.
