Deadeye Brawler
The deathtouch is the part doing quiet structural work here, though not by shutting off blocking outright. A 2/4 that draws on combat damage wants to connect with a player, and a defensive opponent's cheapest answer is to throw a body in its path: chump-blocking prevents the damage and denies the trigger. What deathtouch changes is the price of that answer. The blocker dies regardless of size, so the opponent cannot casually interpose something valuable, and trading up is expensive: with 4 toughness, a defender needs four power of its own to kill this in the exchange, and it still dies to the deathtouch on the way out. Every attack becomes an unfavorable blocking-math problem: eat a card, spend a chump, or trade a real creature into a modest one. The ascend clause gates the draw behind ten permanents, which sets the deck-building expectation: this is a payoff for a go-wide, token-leaning board, not a midrange beater slotted in alongside a handful of fatties. The reward echoes the older "deal combat damage, draw a card" lineage, the Curiosity-style enchantments and the combat-damage ninjas, but it bakes the engine onto the creature instead of asking for a second card to enable it. The city's blessing is the throttle: below the threshold you have a defensively-sized deathtouch blocker and nothing more; once you cross it, the same body becomes recurring card advantage every time the opponent fails to answer it cleanly.
