Garna, Bloodfist of Keld
The Keld war-band ethic lives inside a single triggered ability that branches on how a creature died. One clause, two payouts: when another creature you control dies attacking, its death refills your hand; when it dies any other way (a chump-blocker, sacrifice fodder, a defender that fell on the back foot), each opponent takes a point of damage instead. That if/otherwise split does something most Rakdos death-payoff engines do not. The usual template pays you for creatures dying in general; this one sorts the same body into different resources depending on which phase it perishes in. Send a creature into the red zone and lose it there, you draw; hold it back and lose it, the table takes a burn. The distinction reshapes deployment: fodder you intend to trade defensively points one way, bodies you commit forward point the other, and only the deaths of your other creatures ever turn the engine on. For a deck built to go wide and go forward, the attacking half is the one you want lit up, which turns every profitable or unprofitable attack into fuel and punishes an opponent who blocks into your swing (kill the attacker, and you hand its controller a fresh card). The two outcomes read as evenly weighted until you notice which half you actually want, and for an aggressive board the answer is always the attacking clause. This is a payoff for pressing the advantage, not for grinding.



