Dauntless Cathar
The classic two-for-one body that refuses to fully die. A three-mana attacker with a modest 3/2 frame is fine on its own, but the real design lives in the deferred value banked in the graveyard: trade it in combat or chump-block with it, then spend two mana later to exile it for a flying Spirit. The token half is what makes the creature awkward to answer, since a removal spell or a profitable block only converts the card into its second mode rather than ending it. The sorcery-speed restriction is the discipline that keeps the engine from running away: you cannot ambush with the Spirit at instant speed or use it to solve a combat math problem mid-attack, so the second body always arrives on your own turn, telegraphed and slow. This is the white-weenie answer to a recurring problem for go-wide aggressive decks, which is that they run out of gas and out of bodies against sweepers. A creature that leaves a flyer behind after it dies softens the board wipe and keeps the pressure flowing. It belongs to a long line of creatures that bank a second activation in the graveyard, paying for resilience with tempo rather than card advantage outright.





