Haazda Marshal
The condition is the whole design problem: a one-drop that only pays off once you have committed three creatures to the red zone, which is the exact board state where a 1/1 white token matters least to an aggressive deck and most to a wide one. That tension defines it. Played as a vanilla beater it is a 1/1 that dies to anything, but inside a shell packed with cheap bodies it turns every attack into a free lifelinking Soldier, compounding a wide swing into a wider one. The lifelink on the token is the part doing quiet work: in the convoke-and-tokens style of white aggro this card was built for, the deck wants to race, and racing trades away life total; a stream of lifelink Soldiers buys back the life that going all-in spends. This is a payoff one-drop that rewards board presence rather than provides it: useless in a vacuum, an engine piece in the right shell, the inverse of a creature that does its job alone. The trigger checking for "at least two other creatures" rather than counting your whole team keeps it honest as an aggressive enabler instead of a snowball nothing can interrupt: you have to keep showing up to the attack step, and each combat you survive widens the gap.
