Catapult Squad
White's small-Soldier tribe ran on a single conversion: turn bodies into damage, and let the wide board do what no individual 2/1 could. This card offers a clean version of that exchange, asking you to tap two of your Soldiers (it counts itself among them) to throw two points at a creature already committed to combat. The restriction to attacking or blocking creatures does the real work: it cannot pick off a mana dork on an empty board or pressure a planeswalker, so the ability only matters once swords are crossed. That makes it a combat lever rather than open-ended removal. The design question it answers is how to make a tribe of fragile white bodies threatening on defense: individually a 2/1 trades down, but pooled together they assess damage like a battery, picking off blockers to push your team through or eating attackers to stall. Because the cost is taps rather than mana, it fires alongside the rest of your turn. The catch every tap-army card carries is that each activation spends Soldiers you might rather be swinging with, so it rewards a board already established more than it helps you build one. The timing wrinkle is where it earns its keep: you can declare blockers first, then tap them to fire the ability before damage, soaking an attacker on the body while the activation kills a second creature outright.
