Gornog, the Red Reaper
Cowards can't block Warriors is the line doing the heavy lifting here, and it does something older Warrior payoffs never bothered with: it manufactures the very creatures its keyword ignores. Most tribal aggro leans on flat anthem math, sizing up your board and hoping it outraces the blockers across the table. This inverts the arithmetic. Every combat, one of the defender's creatures gets turned into a Coward and taken off blocking duty against your Warriors, and each Coward you create then pumps your attackers, so the wall you're punching through shrinks while your team grows. The two effects feed each other: subtraction from their defense is addition to your offense, tracked through the same counted resource. A 2/3 is deliberately modest, because the value lives entirely in the combat trigger rather than the stat line; this isn't a beater, it's a rules engine that rewrites who is allowed to stand in front of your creatures. Note the trigger fires when Warriors attack a player, not a planeswalker, which keeps the Coward-generation aimed squarely at the race it's built to win. Where the tribal lords before it made your team bigger, this one makes the opposing wall porous first and bigger second, and the distinction matters more the more creatures are involved on both sides.
