Chittering Witch
A sacrifice outlet whose fodder arrives in the same package: the enters trigger hands you a pile of Rats scaled to your opponent count, and the activated ability converts each of those bodies into -2/-2 on demand. That coupling is the design's whole logic. Most repeatable removal engines assume you have brought your own creatures to feed them; this one seeds the graveyard-adjacent economy on the way in, so a single card can clear a small board or blank an attacker without touching the rest of your resources. The opponent-count scaling is the tell that this was tuned for multiplayer math: in a one-on-one game it makes one Rat and reads as a modest value creature with an outlet stapled on, while at a crowded table it fans out into a real supply of ammunition. The -2/-2 is deliberately capped: it kills the small and softens the large rather than answering anything outright, which keeps a four-mana 2/2 from being a repeatable removal machine that ends games by itself. What it actually rewards is a board of expendable tokens and a reason to want creatures dying, the aristocrats logic that pays you for sacrificing rather than for the creatures themselves. The Witch is the rare card that is both the engine and the fuel, which is why she reads as unremarkable in isolation and as connective tissue in a deck built to spend bodies.



