Falkenrath Marauders
A 2/2 for five mana that flies and swings the turn it lands, this is the haymaker that does nothing if it stalls and closes games fast if it doesn't. Every successful hit stacks two more +1/+1 counters, so the clock climbs fast and steady: a 4/4 next attack, 6/6 after that, each aerial connection adding the same flat increment of pressure. Haste is doing more than buying tempo here; it gives the engine its first hit a turn early, and the first hit is the whole engine. The cost of that upside is a fragility that never fully resolves: the counters arrive on damage, never on cast, so anything that kills the creature before it connects erases the investment, and a chump blocker, while it cannot peel counters off, denies the next round of growth by keeping the body off your opponent's life total. The flying keeps it relevant against a ground stall, but the real ask is a board where the opponent cannot interact on the turn it lands, because each hit after the first is where the math accelerates. This is the evasive snowball threat in its most honest form: all of the payoff sits in the gap between the printed body and the body it becomes, and none of it is guaranteed until the first swing gets through.

