Enlistment Officer
Card advantage stapled to a tribal chassis, with the entry trigger doing all the heavy lifting: dig four deep, keep every Soldier, bury the chaff. In a deck stuffed with Soldiers this refills the hand while adding a first-striking body to the board; in any other deck it whiffs and leaves you a four-mana 2/3 with first strike. That all-or-nothing payoff is the design honesty of the card, and it places it in a small line of tribal diggers that reward saturation rather than mere inclusion. The reveal-four window is generous enough that even a modestly dedicated build hits more often than not, and the misses go to the bottom of the library rather than the graveyard, so the cost of a low Soldier count is opportunity rather than loss: you have paid for a creature that does nothing extra, not one that hurts you. The first strike is the tell about intent. This was built for an aggressive Soldier shell that wanted bodies which traded up in combat and a creature that kept the gas flowing afterward, so the keyword is there to make the floor a competent attacker rather than a dead 2/3 sitting on defense. The locked tribe (Soldier and only Soldier) narrows the deckbuilding ask and sharpens the reward, which is exactly the shape a tribal theme needs from a common-and-uncommon engine: a workhorse for one archetype, inert outside it.
