Pestilent Spirit
The body is the least of it, though a 3/2 with menace and deathtouch trades up in combat and forces awkward blocks on its own. The real machinery is the static line that hands deathtouch to your instants and sorceries. That clause rewrites how burn spells behave: a single point of damage from a Shock, a Lightning Bolt, or any incidental deal-one effect becomes lethal to whatever creature it touches. Deal-damage spells stop being about how much and start being about whether they connect at all. Your removal suite answers the biggest threat on the board at the same rate it always answered the smallest, and damage-splitting spells turn into sweeps: a spell that pings several creatures for one now kills all of them. The catch is that none of this survives the Spirit's death, and a 3/2 is not a demanding kill for anyone, so the payoff is real but wholly dependent on keeping a fragile enabler alive. This belongs to a rare species of creature that upgrades a specific card type in your deck rather than your board: not your other creatures but your instant and sorcery spells, the same structural move as an anthem aimed at the stack instead of the battlefield. The pairing of deathtouch with any-amount-of-damage is what lets cheap red-adjacent burn hit far above its printed numbers for as long as this stays in play.
