Ogre Chitterlord
The two-Rats trigger is the whole engine, and the wording is deliberate about when it fires: on entry and on every attack, so the swarm rebuilds each combat rather than dumping onto the board all at once. The threshold rider is where the design gets its teeth. Once you control five or more Rats, the +2/+0 buff hits every Rat you control (the Ogre itself, being an Ogre Warrior, sits it out), which turns a wide army of 1/1s into a lethal alpha strike in a single combat step. The sequencing baked into the text matters: the tokens are created first, then the count checks, so the two Rats a fresh attack produces can be the ones that push you over the line that same turn. Those tokens arrive unable to block, which is the honest price of a payoff this explosive; this is an attacker's engine, and the bodies it makes point only one direction. Menace on the 6/5 does the closing work, keeping the lord hard to gang-block while the go-wide math resolves behind it. It sits in the long line of red tribal payoffs that reward committing bodies to the board, but it folds the token generation and the anthem into one card, so it functions both as the thing that fills the board and as the thing that punishes an opponent for letting the board get full.

