Eastern Paladin
Color hosers once lived almost entirely on instants and sideboard chaff; this design moved the hate onto a body and into a repeatable activation. Spend the double-black to cast it, then commit two more black and the tap to fire, and you have a recurring kill switch aimed squarely at green, the color that historically wanted to out-size black in the midgame. The friction is the whole appeal: a four-mana creature that simply destroyed green creatures at will would warp any green-heavy board, so gating the effect behind tap and a double-pip color tax turns a blowout into a grind tool. You commit four mana up front, then a meaningful chunk of every subsequent turn's mana to keep firing, and without vigilance you cannot attack and shoot in the same turn. It belongs to a cardinal cycle of color-hosing Paladins, one per direction, each activating to destroy creatures of a specific color. This one and its counterpart, the white-killing Western Paladin, were the pair that mattered most, because black and white were the colors most likely to mainboard a hoser they could profitably cast on curve. The flavor reads as a Phyrexian enforcer turning the screws on a single foe; the mechanics read as an early lesson in how to make repeatable removal pay rent without breaking the room around it.




