Haazda Snare Squad
The 1/4 body is the giveaway: this is a wall asked to moonlight as a control piece, and the attack trigger is how it squares that circle. Send it in, pay the optional white, and you tap a creature an opponent controls; the four toughness then does its real job, surviving the block during your own swing rather than absorbing a counterattack, since without vigilance the squad is tapped and cannot defend on the opponent's turn. The timing is the constraint that defines what kind of removal this is. The tap resolves on attack declaration, before blockers are chosen, so it cannot break up a block already underway and offers nothing at instant speed when the opponent attacks back. Crucially, tapping a blocker during your combat step clears a single attack and nothing more: the creature untaps on its controller's untap step, so this is not a lock on an attacker, just a one-turn road clearing ahead of your own offense. That distinction is the whole strategic axis. A single activation rarely decides anything, but a recurring tax that disables one blocker per combat for a white mana grinds an opponent's defenses down while the high toughness keeps the engine on the table. It belongs to the long line of low-power, high-toughness Soldiers built to anchor a defensive shell while contributing more than their stat line suggests, trading raw combat math for a slow forward-facing tap that wears an opponent down instead of overpowering them.
