Devilish Valet
Doubling is the most volatile arithmetic in the game, and this Devil weaponizes the exponential end of it: power that starts at 1 and doubles with every subsequent creature that enters, so by the fourth body in a turn the number is one that ends games rather than dents them. The 1/3 body is the tell. This is not a card that wants to attack alone; it is a payoff for a wide, cheap, go-fast board where each token or one-drop feeds the multiplier rather than just adding a single point of pressure. Trample is the second half of the design, and the more important half: doubled power is worthless against a lone blocker, so trample converts an inflated number into face damage nobody can chump away. Haste closes the window, letting the whole sequence resolve the turn it lands before an opponent can set up a sweeper. The counting also rewards sequencing in a way most aggressive cards do not: creatures entering after the doubling begins are worth more than the ones already down, so the order you deploy matters more than the total. It is a math puzzle asking three mana and a full turn's worth of bodies to solve it, and the reward for solving it is a single-attack kill that makes opponents recount the board twice.





