Endless Ranks of HYDRA
The token count keys off the number of opponents, not a fixed body, which marks it as multiplayer design at the root: a duel yields a single 2/1 with menace, while a four-player pod produces three of them, so the payoff swells with the crowd rather than punishing the mirror. Menace on a 2/1 does more work than the stat line suggests, since a token that needs two blockers taxes a table where every player wants to keep their own board intact for their own plans. The real engine is the commander clause, though: on any turn your general enters or attacks, a modest payment buys the sorcery back out of the graveyard, converting a one-shot swarm into a standing levy on the whole pod. That recursion is metered rather than free, gated behind both mana and a commander event, so it cannot spiral inside a single turn even as it promises the swarm never fully dries up. Think of it less as an explosive combo enabler than a slow faucet of expendable bodies, one that black's go-wide decks refill through the command zone every time the general does its job.

