Commando Raid
What it grants is a bite stapled to combat damage: connect with a creature, then redirect that creature's power at one of the defender's blockers or untapped bystanders, with no reprisal coming back the other way. The structure is the interesting part. Most one-shot damage effects are self-contained and pay out the moment they resolve; this one launders its removal through a successful attack, so it cashes in only when the opponent declines to block (or fails to block enough). That makes it a punish card more than a clean answer. Against an empty board it accomplishes nothing at all: the granted trigger has no creature to point at, so the spell does nothing and you are simply down a card. Against a player who held back a creature thinking they were safe behind their attacker, though, it deals damage to the player and kills their bystander on the same swing. Crucially, the spell itself names no victim: combat damage is dealt first, then the granted ability triggers and goes on the stack, and only at that point do you choose which creature it points at, so the opponent commits blocks blind to what the surviving attacker will turn on. That flexibility comes at a price: it lives entirely inside the combat math, dead at parity and contingent on an attack the opponent has every incentive to stop. It is a tempo-and-pressure tool dressed as removal, rewarding a board already pushing damage and punishing the defender for guessing wrong about which creature to leave back.
