Cenn's Heir
The single most important word on this card is "other." A 1/1 for two with an empty board is a body that trades down to almost anything, but the bonus scales off the rest of the attacking Kithkin and never counts itself, so the heir is a payoff that demands a crowd before it pays. Swing alone and it hits as written; swing alongside three of its kithkin and it arrives as a 4/4 for the combat step, then collapses back to 1/1 the moment the turn ends. That until-end-of-turn clause keeps the reward strictly offensive: the heir gains nothing on defense, contributes nothing to the toughness math when it is your turn to block, and grows only when the whole tribe is already committing to the red zone. This is a deliberately one-directional aggressive creature, built to reward a wide Kithkin board going tall in a single attack rather than a slow grind. It sits among the lord-adjacent bodies that pump themselves instead of the team: unlike a true Kithkin lord, it buffs none of your other creatures, so it asks to be the beneficiary of the swarm rather than the engine that makes one. The design is a clean inversion of the usual tribal-aggro lord, trading the symmetric anthem for a single self-targeting spike that only matters when you are already going for the throat.
