Mardu Warshrieker
The premise is a ritual stapled to a body, gated behind aggression. The 3/3 is below rate at four mana, but the raid trigger refunds three mana once it resolves, and not in any one color: it hands you the full Mardu wedge, which is the only reason to run a four-drop that contributes so little on the ground. The catch is that the burst arrives the moment the creature resolves, on a turn you have already committed to combat, so you cannot bank it across the cast. You spend four to net three, meaning the real payment is one mana and a card, and the payoff is fixing plus a temporary surplus while your second main phase is still open. That makes this less a creature than a one-shot ramp engine for a deck that wants to attack early and then dump something expensive after combat: a haymaker, a fistful of spells, anything that turns the leftover red-white-black into immediate pressure. The design depends entirely on sequencing the attack first, the body second, and the burst third, which is the whole identity of the wedge it serves: punish you for stumbling, reward you for staying on the front foot.

