Nightkin Ambusher
Rad counters are the through-line here, and this 4/4 turns them into a self-fulfilling threat. The enters trigger drops four rad counters on a player, and the evasion clause reads that any defending player holding a rad counter cannot block it. Point the counters at the opponent you plan to attack (they can be aimed at yourself or anyone, but the intent is obvious) and you have a body that walks through blockers as long as the radiation sits on their side. What sells the design is that rad counters bleed off over time and force their controller to mill and lose life, so the evasion window is exactly as durable as the pressure you have already applied: the same counters that open the lane are also grinding the target's library and life total. Crucially, the counters live on the player, not on this creature, so an opponent cannot answer the clock by killing the body; the radiation stays put even after the Mutant Warrior is gone. Ward instead does its work up front, taxing whatever removal an opponent wants to point at the creature and refusing the cheap trade or redirect while the beatdown is still live. The result is a package where one trigger both installs the evasion and starts a clock, and the creature closes the gap those counters open. It rewards a deck already invested in the rad-counter mechanic rather than functioning as a standalone beater, but within that shell it converts an accumulating resource into unblockable damage.

