Shopkeeper's Bane
Four power for three mana on a two-toughness body is a bargain priced in fragility: the creature hits hard but folds to nearly anything, and that trade is the whole point of the design. A cheap attacker that swings for four and refills your life total every turn would be oppressive with real defense, so it gets a glass jaw instead, becoming a creature you commit to combat expecting to lose it, extracting the life swing before it dies. The lifegain matters because of when it triggers. It fires on the attack declaration, not on combat damage, so the two life is banked the moment you turn it sideways, regardless of a chump block, a removal spell held for the declare-attackers step, or a trade that kills it before it connects. Trample does the ordinary work it always does: it forces damage past a blocker that cannot eat all four power, so a defender chumping with a smaller body still takes the overflow. The result is a plain, honest aggressive design built around repeated attacks rather than a single decisive swing. The life gain does not reach across the table to drain the opponent; it only pads your own total, which is exactly enough to tilt a race in the attacker's favor while asking you to keep swinging into the danger that will eventually claim the creature.
