Company Commander
The two abilities pull from different measures, and that split is the whole design. The token generation keys off opponent count, so the same card that makes one Soldier heads-up makes three in a four-player pod: a payoff that swells in exactly the games where a single body defends nothing. The attack trigger, by contrast, scales with your own board, and it is the sharper half. Handing deathtouch to everything you control on the swing rewrites the combat math for every defender at once. Block a deathtouch token and you lose your creature to trade for a 1/1, so the trigger functions as a punish for stabilizing behind large blockers: it does not keep your board whole (a blocked token still dies), but it drags a fatty down with it, converting cheap fodder into forced one-for-one trades against the pod's most expensive pieces. Left unblocked, the same tokens simply connect. The 2/4 frame is deliberately unassuming for the leader of a swarm; the card wins not through this body but through the arithmetic it enables around it. It is a token-anthem in the Orzhov idiom, built for the structural moment a wide board wants to convert presence into pressure without racing into unfavorable blocks.

