Felidar Cub
Stapling enchantment removal to a 2/2 is the design, and the contingency is the point. You pay two mana for a body that can attack, block, and pressure while it waits, then cash itself in to destroy an enchantment the moment one crosses the table. The narrower target is what distinguishes it: this answers enchantments only, where a Disenchant reaches artifacts too, so the cub trades flexibility for a creature that does work in the meantime. The sacrifice clause keeps the answer in reserve at instant speed without occupying a card in hand: the destruction is upside held for free until the matchup hands you a reason to spend it. A blank removal spell against an enchantment-light board is a dead draw; this is still a beater. The trade-off between body and answer runs deeper than the target, but it is more forgiving than it looks. Sacrificing is a cost rather than an effect, so the modes rarely share a turn, yet the timing window is wide: you can declare the cub as a blocker against a non-trampling attacker, then sacrifice it for the enchantment before combat damage, soaking the hit and spending the creature in the same step. Where you genuinely choose is in attacking: a cub sent in to trade has to survive to deal damage, at which point it is no longer around to crack. The result is the white tradition of bolting reliable utility onto a modest creature, tuned to the most dependable removal target there is.


