Bull-Rush Bruiser
The trigger checks whether your team controls another Warrior, and that phrasing is what pins the card to a specific multiplayer context: it folds an ally's board into the condition for getting first strike, so a partner's Warriors light up the keyword the same way your own do. As a 4/3 in red, it wants to swing into bigger blockers and survive; first strike turns the attack from a trade into clean removal. But the upgrade is gated behind a tribe most aggressive red decks would have to go out of their way to assemble. The design choice that matters is conditioning the keyword on attack rather than baking it in. A 4/3 first striker for four would be a finished card; this one is a 4/3 that becomes one only when the battle step opens and the Warrior count is right, so it rewards a deck already committed to a creature type rather than handing the bonus to anyone. Stripped of the team-game framing, the "your team" clause collapses to a plain "you control" check, leaving a competent beater whose ceiling depends entirely on how many other Warriors share the board.
