Storm Fleet Arsonist
The genius and the curse of this design is letting the opponent choose what dies. A 4/4 for five with a conditional edict rider is a fragile rate on paper, and the sacrifice clause hands the defender the cheapest, least relevant permanent they control: a tapped land, a spent token, a creature they were happy to lose. That "of their choice" wording is the balancing act; it turns an edict into a tax that only bites when the opponent has nothing spare to feed it. The card's real work is board pressure, not surgical removal. When the opponent is sitting on a full board, the sacrifice barely registers. When you have already ground them down to a single land and a lone creature, forcing a choice between the two is where the trigger does damage. Raid ties the value to what red wants to be doing anyway, and it is generous about how: it checks only whether you attacked this turn, not whether anything connected or dealt damage, so a swing into an empty board or into a wall that eats your attacker still switches the trigger on. That leniency lets the card function as a finishing move cast into a stripped board rather than early disruption. The Orc Pirate body matters as much as the rider: a real threat the turn it lands, not a do-nothing stapled to a removal clause, which separates it from the slower sacrifice creatures that ask you to wait.
