Tormented Hero
The tap-in clause is the price, and for a one-drop it is a sneaky one: a 2/1 that arrives tapped surrenders a turn of defense and cannot block, crew, convoke, or tap for any purpose before your next untap. Cast it on turn one and it swings on turn two like any summoning-sick creature; slot it later to fill out a curve and you have paid for the entry a second time. What that price buys is a heroic body whose payoff is drain rather than the usual counter or pump. Most heroic creatures convert a targeting spell into stats or a token; this one converts it into reach. Every combat trick and protection spell you aim at it drains each opponent by one and returns that entire total to you, so a deck stocked with cheap targeting spells becomes a life-swing engine that runs whether or not the warrior survives combat. That reorients the math of an aggressive shell. The trigger cares nothing for board state, only for how many spells you can throw at your own creature, so the heroic count and the targeting count collapse into a single number, and the drain grows with every additional opponent at the table. It occupies a small, sharply costed corner of the heroic design space, trading the flexibility of an untapped entry for a payoff that compounds each time you fire a spell at it.



