Catapult Master
Five tappers buy one exile, and that exchange rate is the whole design. The Soldier tribe was built to flood the board, and this is the engine that converts that width into recurring, exile-based removal: as long as you keep five untapped Soldiers, one creature leaves the game every turn, and because it exiles rather than destroys, there is no recursion, no regeneration, no death trigger to play around. That clause is what separates the Master from the hundred other tap-team effects that only stun or kill. The friction is the activation cost itself: five tappers is a heavy tax on a tribe that would rather be attacking, so every turn becomes a choice between pressing the board and policing it. The 3/3 body recommends nothing on rate; it exists mostly so the Master can count itself toward its own five. What makes the payoff coherent is that it scales with exactly what a go-wide deck is already doing. The more Soldiers you put on the table, the more reliably the Master answers whatever the opponent's best creature happens to be, including threats that dodge burn or shrug off destruction. It rewards a deck for being good at its primary plan instead of asking it to detour, and the exile clause keeps it relevant against creatures that ordinary removal cannot keep down.

