Intrepid Outlander
This 2/3 exists to keep the attack step above a number rather than to threaten a life total. The trigger fires when your combat commits six or more total power, a threshold loose enough that three modest bodies or one large threat plus a couple of small ones clears it, and the reward is a dungeon step every combat instead of a single one-shot advance. That reframes what a green two-drop is doing: the body is not the payoff so much as ballast, one more unit toward the six-power line that keeps the venture engine crawling forward on schedule. Reach is the piece that lets it pull double duty, so the creature parked to hold back a flyer is also the creature helping meet next turn's threshold rather than sitting idle on defense. The friction sits in the mechanic's own incentive: advancing the dungeon rewards attacking wide, but a wide attack into open blockers is where creatures die, so sustained room advancement depends on a board that can afford to keep swinging turn after turn. This reads as an enabler rather than a headliner, and that is the honest account of it: a supporting piece built to feed a dungeon-crawl deck a steady stream of room advancement, valuable exactly to the extent that the rest of the board can reliably clear the bar it cares about.
