Cho-Arrim Bruiser
The attack trigger here is built around tempo, not damage: pinning down two blockers each time it swings clears a lane for the board behind it rather than for the Bruiser itself. That distinction does the work. A 3/4 body wants to trade or chump, but the tap effect rewards going wide, turning a mediocre attacker into a permission slip for everything beside it. The "up to two" clause keeps it flexible: tap two would-be blockers to push a swarm through, or tap a single problem creature so it can't gum up the alpha strike the Rebel is leading. Because the ability fires on attack, it only ever works on offense; it never holds the line defensively the way an instant-speed tapper would, and the swing has to commit before any of the combat math improves. The cost is the catch. Six mana for a tap-on-attack engine asks a lot from a deck built around cheaper aggression. This is an early-era stab at making midrange white aggression sticky through repeatable battlefield control rather than evasion or pump: the Rebel doesn't fly over blockers, it removes them from the equation one combat at a time. Its subtype tied it to the tutor-driven Rebel chains of its day, where a curve-topping fattie that improves every other attacker's math found a home. The "attack to tap" idea has been revisited at lower rates since, usually because six mana for the effect rarely paid for itself.
