Rayblade Trooper
The two triggers here are halves of a single machine, and the second half only pays out when the first half is threatened. Marking a creature you control is unremarkable in isolation; the reward waits until that fortified body dies, at which point it hands back a replacement soldier. That structure changes what a stat bump is worth: a marked creature is more valuable dead than an unmarked one, which turns combat trades, chump blocks, and sacrifice effects into net-positive exchanges instead of losses. The nontoken restriction on the death trigger is the leash: the soldiers it produces cannot feed themselves back into more soldiers, so the engine grinds one real body at a time rather than looping unbounded. Warp keeps the enters trigger from arriving too late to matter. Deploy the body cheaply and early to prop up a threat now, park it in exile, and bring it back once you have a full board worth marking and feeding. Read one way it is a go-wide token strategy wearing counters as a costume; read the other, it is a counters payoff that spits out bodies. Either framing lands in the same place: put counters on things, then make dying profitable. The design is quietly aggressive about rewarding attrition, asking you to build a board you are willing to trade away rather than one you are trying to protect.
