Scuzzback Marauders
Persist is usually treated as engine fuel: pair it with a sacrifice outlet, blink off the counter, build a recursion shell that loops the trigger. Slap it on a 5/2 with trample and the keyword stops being an engine and becomes a blunt promise that the damage lands twice. Two toughness is the whole mechanism. The creature dies to almost anything, which is the point: it triggers easily, so the second body (a 4/1 with the same trample) is rarely far behind. A persist creature that could actually survive combat would defeat its own design. This one is built to die on purpose, and trample is the detail that keeps each death from wasting an attack step. Swing the 5/2 into a 5/5, trade up, and a 4/1 walks back to your side ready to do it again. The hybrid pip that finishes the cost lets either color pay, but the structure is a red aggressor wearing a green durability tax: green buys you the second swing, red supplies the reckless first one. What persist grants a fragile body like this is permission to attack into bad blocks without the attack being a real loss, since the trample makes sure that even a chump can't strand those points of power. The creature is honest about what it is: a two-turn aggressor that asks to be killed and then declines to stay dead.

