Scarblade Elite
Repeatable, unconditional creature destruction on a two-drop body is exactly the rate that gets priced carefully, and the constraint here is the fuel: each activation exiles an Assassin card from your graveyard, so the engine runs only as deep as your stockpile of dead Assassins. That makes this a synergy piece wearing the costume of removal. Build around a critical mass of Elf Assassins and it becomes a tap-to-kill machine, recharging itself every time one of its tribe dies and turning the graveyard from a resource you protect into ammunition you feed it. Outside that shell it is a single shot at best, since most decks bury no Assassins to exile, and the Elite cannot consume itself off the battlefield to pay for the next kill. The tribal gating is precisely what kept this from being a generically oppressive black two-drop: the destroy effect carries the familiar blind spots of its keyword (indestructible shrugs it off, protection from black walls it out), but the real ceiling is supply, not the targets it can legally hit. The double-black cost makes it a commitment rather than a splash, which lines up with the build-around demands: a deck willing to pay and run a body count of Assassins gets a recurring answer, while anything treating it as plug-and-play removal is left holding a creature whose ability has nothing left to eat.
