Precinct Captain
The trick to this kind of design is that first strike isn't here to win combat, it's here to protect the trigger. A 2/2 with first strike survives an attack into another 2/2: it kills the blocker before that blocker can swing back, so it lives to attack again next turn. That doesn't make the token: the token only happens on combat damage to a player, which means an unblocked swing. What first strike buys is staying power, the ability to keep showing up turn after turn against creatures its own size without trading itself away, so the moment the defender runs out of blockers the captain starts manufacturing soldiers. That coupling turns an aggressive two-drop into a snowball: every connection widens the board, and the tokens it leaves behind are bodies that carry an anthem or feed a sacrifice line. The double-white cost is the price of admission, a restriction that locks the card into committed white aggro rather than letting it splash into goodstuff decks; it asks you to mean it. The engine only runs while it's attacking and getting through, so a single chump-blocker or a timely removal spell shuts off production entirely. It belongs to the lineage of white two-drops that reward early pressure with go-wide payoff: the body never grows and the tokens are unremarkable on their own, but the soldier it produces is exactly the resource white aggro wants most, another attacker, immediately, for free, as long as the captain keeps getting through.


