Elite Headhunter
The activated ability is a repeatable removal engine that runs on cheap bodies, and the cost tells you what deck it wants: three hybrid pips plus a sacrifice per shot points at an aristocrat build where you're already generating spare fodder faster than you can spend it. That same board that fuels drain triggers also fuels a slow drip of point removal, all funneled through one body that keeps attacking. The menace does quiet work here: a 2/3 that can't be chumped by a single blocker keeps pressure on while the ability picks off the creatures that might otherwise gang up to trade with it, so the two halves feed each other rather than competing for the turn. The cost structure is where the card stays honest. Two damage per activation is small, and each shot demands three mana plus a permanent, so this is attrition rather than a burst finisher: it wants a long game with mana to spare and a graveyard's worth of triggers waiting on the sacrifices you're already making. The card is worth more than a menace attacker and a sacrifice outlet added together because it is both at once, a repeatable removal source that also serves as the payoff for the fodder it consumes.
