Shadow Stinger
The 1/4 body is the tell: this is a defensive frame built to survive combat, not win it, wrapped around an ability that only pays off when it connects. The design tension sits right there. A wall that mills three on damage is a contradiction until you read the tap ability, which lets it gain deathtouch by tapping another Rogue you control and turn every block into a trade the attacker cannot afford. That converts the toughness into a threat: opponents stop attacking into it, and with an evasive gap or a stalled board, the milled three per hit starts to matter. The card is a linchpin for the Rogue mill archetype's engine rather than a payoff itself, which is why the deathtouch is gated behind tapping a second Rogue rather than being free. It asks you to commit board presence to unlock its teeth, and it wants a wide Rogue board to do so. The mill trigger caring specifically about combat damage rather than any damage keeps it honest, tying the clock to a body that has to physically land a hit. On its own it does very little; anchored in a deck full of Rogues, it is the piece that makes an aggressive attack safe and a defensive stance lethal in the same slot.
