Neriv, Crackling Vanguard
The attack trigger is the whole design puzzle, and it rewards a kind of deckbuilding most token strategies actively work against. The two Goblins that arrive with the body are not just chump blockers: they seed the token-diversity count the impulse-draw scales on. Exile a number of cards equal to the number of differently named tokens you control, and every distinct token type is suddenly worth a card off the top. The wrinkle is that word "differently named": two 1/1 Goblins share a name, so a board of nothing but Goblins nets exactly one card no matter how many are milling around. To grow the swing you add a Treasure, a Clue, a Soldier, a Blood; variety, not volume, is the currency. That inverts the instinct of most go-wide builds, which stack copies of one thing. The payoff is gated further: you may play the exiled cards only during a turn you attacked with a commander (which need not be Neriv, and need not connect). The deathtouch and flying on the 4/4 are enabling clauses, not decoration, because the trigger only fires when this card is the one attacking: deathtouch trades up against any blocker willing to take the swing, and flying skates it over a ground stall so the trigger keeps resolving. It is a value engine that insists on combat rather than sitting back, pricing its card advantage in board diversity rather than raw creature count.
