Tenth District Guard
The buff points in the least glamorous direction possible: +0/+1, toughness only, on a body already committed to a curve slot. That choice is the entire personality of the card. A power boost races; a toughness boost defends. This one can nudge an existing creature out of trading range, letting it survive a point of incidental damage or brick an attacker it would otherwise have died alongside, but it can never turn a blocker into a threat or push an extra point through. The trigger fires on entry, so it wants a creature already on the board to reward, though the Guard is a legal target for its own ability if nothing better presents itself (rarely worth doing, since the extra toughness fades by end of turn anyway). And because the +0/+1 evaporates that same turn, the effect resolves as a small combat adjustment while you are developing, never as a surprise wall dropped in front of an attacker on defense. That timing narrows the ceiling on purpose. What remains is a plain-spoken two-drop that occupies a slot, holds the ground it stands on, and asks for nothing to be built around it: the stat line does the heavy lifting, and the trigger politely tightens the combat math without ever pretending to swing a game.
