Seraph of the Scales
The two activated abilities are the whole design, and they solve a problem Orzhov midrange creatures rarely solve at once: how do you attack profitably and block profitably with the same body without committing mana upfront to a static keyword you will not always need. Pay white and it holds the ground against the crackback; pay black and it becomes a threat no larger creature wants to trade into. Both modes stay live at instant speed, so the creature bluffs even when you leave mana up and cast nothing, and an opponent has to price in both before every combat step. The 4/3 body is deliberately soft for the cost: three toughness folds to most of the removal it will face, which is exactly the trade the card is built to reward. Afterlife 2 turns that death into a downpayment, leaving two flying bodies in the same colors it wore, keeping evasive pressure on the board and feeding the sacrifice-and-drain engines the guild has always cared about. Every answer becomes a slight loss for the opponent: kill it and you hand over two flyers, race it and it gains vigilance to block back, send a bigger blocker into it and it gains deathtouch to trade up. The activation costs and the modest toughness are what keep that from tipping into oppressive, and they are why the card reads as a well-tuned rate rather than a bomb.



