Snapping Thragg
The whole design hinges on a phrase players love to skim past: combat damage to a player. The 3-damage snipe only fires when the Beast connects unblocked, which makes this a creature built for an open board, an evasive runway, or a turn when the opponent's defenders are tapped out from their own attack. Block it and you get nothing; a body that actually gets in is the entire precondition. That distinction reframes the morph cost. Turning the face-down attacker face up is not a surprise combat trick but the moment an attack that already wanted to land suddenly clears a creature on arrival. Each unblocked hit removes a defender, which loosens the next swing, which removes the next defender: a slow ratchet that pries open a stalled standoff over several turns rather than in one alpha strike. The damage is fixed at 3 and can only point at a creature controlled by the player just hit, so it never moonlights as flexible reach or as a way to snipe a body somewhere else on the table; it is strictly the toll for letting this thing through. A workmanlike piece of early morph design, the kind of card built for grindy ground stalls where a recurring 3-point ping at a blocker, contingent on damage actually connecting, is enough to eventually crack the board apart.
