Ghor-Clan Wrecker
Riot pairs two payoffs that almost never live on the same card: raw stat growth and immediate battlefield relevance. That flexibility is the design's whole point, and it turns a plain 2/2 into a moving target for tempo math. Menace is what makes the choice sting when it attacks. Take the counter and it swings as a 3/3 that demands two blockers, punishing decks that hold up a single chump. Take haste and it slips in for two right away, past any board that hasn't developed a second body. Either mode forces the opponent to answer on the wrong axis: block the wrong way against the counter and they trade down two-for-one, or leave the haste line open and eat damage they didn't budget for. The 2/2 base is deliberately modest so that neither mode overshoots; the card is priced as flexible aggressive filler, not a bomb. What makes the pairing sharp is that menace and riot's haste mode reinforce each other along the same vector, both taxing the defender's blocking assignments, while the counter mode pivots to a durable threat that survives combat. The decision happens once, on entry, and it rewards reading the board a beat ahead of the swing.
