Takeno's Cavalry
Hate stapled to a body, aimed at exactly one tribe: this taps to burn an attacking or blocking Spirit and nothing else, a clean artifact of an era when a whole color of removal was tuned to a single matchup. When the kami swarm shows up, it is a repeatable answer that picks off small fliers before damage; when the Spirits stay home, it is a 1/1 with bushido and no targets, contributing only a deterrent that swells to 2/2 the moment it blocks or is blocked. The two halves cooperate best on defense rather than fight each other. Declare it as a blocker so bushido triggers and the body grows for the turn, then, before combat damage, tap it to ping a different attacking Spirit: a single creature can soak one kami and shoot another in the same combat step. The real cost lives on offense. The damage ability needs the tap, and a tapped Samurai cannot then declare as a blocker on the crackback, so an aggressive deck that spends the activation each turn forfeits the back-end defense the body would otherwise provide. Four mana for a one-point shot is a steep rate, and the design knows it; the entire pitch is matchup-contingent removal that lives or dies on whether the opposing tribe happens to be the one it was built to punish.
