Storm Fleet Pyromancer
Raid is the conditional that turns a fair-sized attacker into a tempo swing, and the tax here is steep: the two-damage burn only lands if you committed to combat before this Pirate ever hit the battlefield. The mechanic asks you to have already attacked this turn, which means the creature arrives as the second beat of a plan rather than the start of one. Play it with no swing behind you and you have a plain 3/2 at a price the body alone does not justify; play it after you have pushed damage and the trigger clears a blocker, finishes a planeswalker, or shoves the last points to the face, all stapled to a creature that stays behind afterward. The two damage is fixed and can hit anything, which keeps it live against opposing creatures and players alike, but the rate never gets generous: you pay full freight for the stats and earn the burn as a reward for aggression you were already mounting. It is a common-rarity payoff engineered so the upside only reaches the player who was pressing the advantage to begin with, and so the same card offers nothing to a controlling shell with no attack to unlock it. The sequencing gate is the point: the burn is a bonus for going first, not a reason to go first.


