Orcish Hellraiser
This is a callback to a much older idea: the two-mana beater whose real payload is the ping it leaves when it dies. Echo does the pricing work here, splitting the cost across two turns so the aggressive stats arrive a turn early and the body is never truly free. That structure creates a clean escape hatch: if the board math turns against you, decline the echo, sacrifice it on your own upkeep, and the death trigger still fires two damage at a player or planeswalker. The card was built to reach the same target twice, once through the red zone and once through the graveyard, and the second hit lands whether you attacked, blocked, or simply let it go. The reach it grants is the point. A 3/2 that refuses to be chump-blocked into irrelevance, that turns removal into a wash, and that converts its own inevitable death into two more damage on the way to zero closes games from ranges where a plain creature stalls out. Nothing on it interacts with the stack cleverly or dodges a window; it is a straightforward burn-on-a-stick design that trusts the death clause to make the echo tax worth paying, and trusts you to know when to stop paying it.
