Paladin Class
For a single white mana, you buy a tax that most one-drops could never justify: opponents' spells cost more, but only during your turn. That window is narrow and deliberate, aimed at exactly the interaction that punishes a committed white board (instant-speed removal, the combat trick, the flash blocker that ambushes an alpha strike). The tax is insurance for the plan the rest of the card is building toward. Level two is a static anthem that scales with a wide board, and level three converts the attack step itself into a spike, handing one attacker double strike and a pump that grows with each other creature swinging. The design logic runs straight up the ladder: protect the assault, then widen it, then convert it. What restrains all of this is the sorcery-speed climb baked into every Class card, so the level-three haymaker can never be an ambush; opponents watch the mana come up and know a lethal swing is being assembled before it lands. That telegraphing is the price of the payload, and it turns the card into a slow-build engine rather than a surprise. This is the cheap white enabler that rewards flooding the board and then insists on going wide, offering disruption not as a standalone piece but as cover for the attack it has already promised to throw.



