Skorpekh Destroyer
Deathtouch and first strike is the oldest lethal shortcut in combat math: the first-striker resolves its damage first, so a single point of deathtouch kills whatever it touches and eats no return swing. This build splits that pairing across two conditions. The deathtouch is always on; the first strike arrives only when an artifact enters under your control, and only until end of turn. So the card idles as a fragile 4/2 that trades with almost anything, then flips into an unkillable-in-combat threat the moment the artifacts start flowing. The Hyperphase Threshers clause is less a build-around than a nudge toward decks already dropping artifacts every turn: Treasures, equipment, construct tokens, mana rocks, each one throws the switch again. The result is a black creature that behaves like an artifact-deck payoff. Its cost points at a heavy black commitment (two black pips in a four-mana body), but its combat role points at the artifact engine feeding it triggers. The whole design lives in the timing window: keep the flow going and it deters every attack it can profitably block while swinging into anything it cannot lose to; let the artifacts dry up and it reverts to a 4/2 that only trades. The body is unremarkable for the rate. What the card is worth changes from one combat step to the next, depending entirely on whether an artifact hit the table in time.

