Mardu Hordechief
Raid checks the game log, not the board. The trigger asks a single yes-or-no question when this enters: did a creature attack earlier in the turn? Attacked, not connected. The condition resolves the instant you declare an attacker; whether that attack got through, got blocked, or hit an empty board is irrelevant. If the answer is yes, a 1/1 white Warrior token walks in alongside the 2/3 body; if no, you have paid three mana for a plain 2/3 and nothing else. That sequencing is the whole design, and it deliberately rewards the wrong-way-around curve most value creatures discourage: swing first, deploy second. A deck built to develop a board and then hope for extra bodies gets no help, because the condition resolves off what already happened, not off what you plan to do next. The payout is binary rather than graduated: one attacker or five, the reward is the same lone token, so this gates on whether the turn had any offense at all, not on how much. What the token adds outruns its stat line, too. A spare Warrior body feeds anthem effects and go-wide payoffs, absorbs a block, or keeps a subsequent swing one attacker deeper. This is offense-first aggro rendered as a single conditional: press the attack and the body arrives with a friend; hold back and three mana buys nothing extra.

