Surrakar Marauder
A 2/1 for two with no native evasion chumps into almost anything, which is the problem this card is built around: it wants to attack into a board it cannot punch through on its own. The landfall trigger is the fix, and its short duration does the balancing. Drop a land and the intimidate flips it from blockable to nearly unstoppable, but the evasion lasts only through that turn, so it blinks on and off with your land drops rather than living on the card permanently. The keyword choice does specific work. Intimidate keys off color, so the creature slips past anything that does not share black with it while still getting walled by black creatures and artifact creatures, which keeps it short of being a flat unblockable beater. The result welds a tempo swing onto the routine act of developing your board: every land you draw becomes a turn where the swing connects, so the card rewards a land-heavy draw rather than dreading one. It goes inert only when the lands stop coming, on the stalled turns where you have no drop to make, which is precisely when a low-curve aggressive deck least wants its clock to stall.
