Marauding Looter
The whole pitch here is the conditional Looter il-Kor: a loot trigger gated behind committing to combat, paid for with a body that actually wants to attack. Pure looting in Izzet colors has always traded board presence for card flow, leaning on small flyers or unblockable bodies that do nothing in a fight. A 4/3 reverses that math. It is a creature you genuinely want swinging, and the raid clause turns each attack into a free card-quality engine: filter a dead land into action, dig toward a missing piece, feed a graveyard you intend to mine later. The trigger sits on your end step rather than at attack declaration, and that placement does real work; you loot after blocks and damage have resolved, so you already know whether the body lived and what the board looks like before you decide whether to dig. The cost of the engine is built into its name. There is no looting on a stalled board, no card flow when you are on the back foot, no value from holding it back as a blocker. It rewards the deck that was already going to be aggressive and punishes the one trying to use it defensively. That alignment of trigger and incentive is the cleaner design than a body that loots unconditionally: the looting is a reward for doing what the 4/3 wanted to do anyway.
