Somberwald Vigilante
The whole appeal is the punishment baked into the attack: send the one-drop in, and any creature that throws itself in the way takes a point of damage for the trouble. Because that ping resolves the moment the block is declared, before combat damage, it does more than chip away: against a one-toughness blocker it clears the obstruction outright, and the Vigilante survives the exchange unharmed (though, lacking trample, it stays blocked and connects with nothing). Against an X/2, the trigger plus the body's own combat damage adds up to two, enough to kill the blocker even as the attacker trades into it. The cheapest chump-block math gets quietly worse, and the effect does real work grinding through a board of mana dorks and tokens. The trouble is the ceiling. A single point, dealt only to the blocker, only when blocked, and only on offense, is a margin that scales nowhere: there is no evasion, no reach into a stalled board, no leverage once the opposing toughness creeps past two. It sits in the long line of red aggressive one-drops built to make attacks awkward to block, a space red has explored through menace, first strike, and creatures that force bad blocks. This lands at the gentlest end of that line: the friction is real and the timing window is genuinely useful, but the body and the trigger are both too modest to turn that nuisance into pressure that decides games.

