Museum Nightwatch
This centaur is engineered to punish every clean answer. The death trigger converts any trade, chump, or damage-based removal spell into a 2/2 Detective, so the guard you kill just leaves a replacement watching the same door. That token is what elevates the disguise mode past a simple mana-sink bluff: cast it hidden and it becomes a guessing game for the attacker, since flipping it up for threatens a bigger body, but even the correctly-called guess earns the opponent nothing durable. Kill the creature after it flips and the Detective still arrives. The design gives a common-rarity body two independent reasons not to die cleanly, each solving a different problem: the disguise cost patches the tempo cost of paying four for a modest 3/2, and the death trigger patches the card disadvantage of ever losing it in combat. Neither ability is flashy in isolation, and neither is meant to be. Stacked, they make a filler centaur genuinely irritating to profitably remove, which is precisely what a defensive white common is supposed to do: not win the game, but make the opponent spend more resources than the exchange is worth. It sits in the lineage of white two-drops and three-drops that generate a token on death, extended here with a hidden-information mode that turns removal timing itself into a decision the attacker would rather not have to make.
