Tiamat's Fanatics
Head to head, this is a 4/3 with haste swinging for four, which is nobody's idea of a red-zone payoff. Myriad is what recontextualizes the body: when it attacks, you get a tapped, attacking token copy pointed at every other opponent, so the same four power lands on every seat at the table off one declaration. The copies are yours, created and controlled by the attacker, then exiled at end of combat, which is the discipline that keeps the effect a burst rather than a board state: no lingering army to answer, just pressure that arrives already committed and evaporates before anyone can trade for it. Haste does the timing work, collapsing the summoning-sickness delay so the attack (and the myriad triggers that spawn off it) fires the turn it resolves. The whole design is built to go wide across a pod rather than tall against one player, which pins its value to games with several targets to point at and almost nothing anywhere else. The Dragon Warrior line gives it a foothold in tribal shells that reward those types, but the honest read is plainer than the tribe: aggression whose math only balances when there is more than one player standing across the table from you.
