Hobbling Zombie
Death is only a partial answer here. A deathtouch body already forces bad trades in combat: any creature that touches it dies, so the opponent either chumps it, races it, or spends real removal. The trick is what happens after the removal or the trade lands. The dying trigger hands you a 2/2 replacement, discounted with decayed so its cost is a one-time attack and then a self-sacrifice. That decayed clause is the honest part of the design: the token can't block and can't stick around, so the value you extract is one swing, not a permanent board presence. Read the two halves together and the intent is clear. The deathtouch draws out an answer or a chump; the decayed token cashes that exchange into a body you were meant to throw away anyway, which is why it slots so naturally into sacrifice and aristocrat shells that want fodder to feed. It gives graveyard-and-sacrifice strategies two death-triggers off one card: the original creature, then the token when it attacks and sacrifices itself. What looks like a plain trader is really a two-for-one engine tuned so that neither half overstays its welcome, a common-rarity workhorse for decks that treat their own creatures as ammunition rather than assets.

