Mayhem Patrol
Blitz turns a mediocre attacker into a disposable one, and that reframing is the entire point. A 1/2 with an attack trigger that pumps a creature by +1/+0 is filler at full price: it survives to attack again but does not threaten much and does not draw a card. Cast for its blitz cost, though, the math changes. Haste means the pump trigger fires the turn it lands; menace on a body you're already planning to sacrifice means the defender either double-blocks a creature that is dying anyway or lets damage through; and the death draw refunds the card you spent. The design leans into a self-contradiction most aggressive creatures avoid: the trigger targets any creature, so the +1/+0 usually goes to a more permanent threat rather than to the Devil itself, since the Devil won't be around. It exists to make one attack step meaner and then convert itself into a fresh card, a piece built for a deck that wants bodies to come and go rather than accumulate. The permanent-menace mode is the fallback, kept honest by the same 1/2 stat line that makes the blitz mode the one you actually reach for.
