Daybreak Combatants
The clever part here is where the pump goes. Older red aggro commons that wanted to convert a body into extra damage tended to bake the buff into the creature that was swinging, keeping the value on a single attacker. This design splits the payoff instead: the 2/2 arrives with haste to add its own two damage the same turn, while the enters trigger throws +2/+0 onto any creature you choose, including itself. Two threats can climb, not one. Because the boost fades at end of turn and resolves on your turn, this is a proactive commitment to an attack you are about to make, not a reactive trick to spring on a blocker; the recipient wants to be a creature you intend to send that combat, and the pump lands best on something already carrying evasion or first strike worth doubling down on. The buff is once per entry and locked at +2/+0, so it never becomes an evasion enabler or a repeatable engine, just a single front-loaded burst that haste makes immediately relevant rather than a turn late. The plus-two-zero-only shape is the restraint that keeps this from being a free two-for-one: it gives no toughness, so the recipient still has to survive combat on its own. It is aggressive-deck glue, a common that fills the three-drop slot and adds four power of pressure the turn it lands.


