Merciless Enforcers
The activated ability is the tell: a repeatable pinger that hits each opponent rather than a single target. That reach clause does two things at once. It turns the body into a slow drain against a full table, where every activation nudges multiple life totals down together, and it makes the damage impossible to redirect or fizzle by killing a creature you were pointing at. Because the ability specifies that this creature deals the damage, the lifelink on the body feeds the drain directly: each opponent struck ticks their total down and ticks yours up in the same beat, so a multiplayer activation can swing the differential several points in a single click. Combat swings and pinger activations both fill the same reservoir, which is the whole engine. What keeps the package honest is the rate. Four mana per point is a steep tax for one tick, so this is never a fast clock; it is attrition that only pays once the game runs long enough for the mana to keep coming back around. The 2/1 frame is the other concession: cheap enough to land early and start attacking, but soft enough that leaning on it as a recurring source means protecting a one-toughness creature across many turns, where any burn spell or profitable block ends the plan. This is a grind piece, built for games decided by accumulated small increments rather than a decisive turn.

