Kargan Intimidator
"Cowards can't block Warriors" reads like flavor text with teeth, and it is the load-bearing line: the static ability makes this 3/1 an awkward attacker to answer, since any would-be blocker has to not be a Coward to legally stand in its path. The modal activation is where the creature becomes an engine. One mode tags a target creature a Coward, and the timing is the whole trick: the demotion has to land before blockers are declared, because a "can't block" restriction is only checked during the declare-blockers step. Turn something into a Coward at the right moment and it never gets to stand in the way; do it after a block is legally declared and nothing happens, the creature stays in combat. Used correctly, the same body that punches for three manufactures its own unblockability by reclassifying whatever wants to stop it into the exact category the static line locks out. The pump mode grows it past its own fragile toughness, and the trample mode hands a single Warrior a path through a chump. The "hasn't been chosen this turn" clause only stops you from repeating a mode, not from firing all three: pay three separate mana and you get the growth, the demotion, and the trample together, the ceiling that turns a stalled board lethal. What makes an aggressive red two-drop like this genuinely clever is that its evasion is never printed as a keyword at all; it is assembled from a creature type, a made-up antonym for it, and one mana at a time.





