Termination Facilitator
The bounty counter is the whole trick: it detaches "mark for death" from "deal the damage," so any damage at all becomes lethal. One point from a blocked attacker, a fight spell, a sweeper that clips everything for a scratch: none of it needs to actually kill, because the counter upgrades the smallest wound into outright destruction. That turns the tap into a repeatable removal engine that outsources the finishing blow to whatever incidental damage the board already produces, a very different resource math than a removal spell paying full price on every cast. The sorcery-speed restriction on the tagging is the cost that keeps it fair: you commit the mark on your own turn, in advance, so opponents get a window to sacrifice, blink, or bounce the target before any damage lands. That gives the card a slow, telegraphed rhythm rather than an instant-speed ambush, and it wants a build that manufactures chip damage on demand: wither and infect creatures shaving toughness away, ping effects that clip a marked creature or planeswalker for one, pillow-fort damage that trickles onto the board. Sturdy enough to sit back and re-mark turn after turn without ever needing to attack, the Assassin does its killing entirely at arm's length. This is a payoff pointed at damage-based control, where its only assignment is to survive long enough to keep tapping.
