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The condition gate is what makes this work and what holds it back at the same time: the token factory fires only when you control no creatures, so it can never snowball. Each turn it replaces a single lost body and stops, a deliberate brake that keeps the enchantment from filling a board the way an unrestricted token producer would. The cost is real too: two white pips for one Soldier, payable only after your last creature has died or been removed, so the card behaves as an insurance policy against being stripped clean rather than a way to build pressure. That makes it a resilience piece for a deck that expects to trade off its creatures and wants to never sit with an empty board, rebuilding a chump-blocker one token at a time. The "only once each turn" clause double-locks what the no-creatures requirement already implies, ensuring the trickle stays a trickle. The design reflects a school of white permanent that was being explored when the color leaned on grindy, defensive enchantments asking for patience instead of tempo; it reads as a fixture for slow attrition more than anything proactive. Reasonable as a recursion floor in a grindy white shell; passed over wherever a deck wants to flood the board faster than one body a turn.
