Unified Strike
Removal that scales with a tribe is a rare design knob, and this one wires its ceiling to a count that ignores ownership: the comparison runs against every Soldier in play, friend or foe. Pay one white mana and you exile an attacker, but only one whose power doesn't exceed that count, so an empty board does nothing while a developed Soldier army answers nearly anything that swings. The exile clause is the quiet generosity, sidestepping regeneration and death triggers in an era when straightforward destruction routinely got dodged. What makes it turn on so cheaply is how little commitment the threshold demands: a single Soldier already eats a one-power attacker, and a token-maker or a lord pushes the cover up the curve fast. It was built as a defensive payoff for a tribe whose interaction with bigger threats had always been thin, handing white aggro a way to trade up rather than just race. The rigidity is the price: it only hits attackers, only while they remain in combat, and never touches the threat sitting back on defense. That narrowness is exactly what buys a one-mana exile with no other cost. There's also a faint mirror-match wrinkle in counting all Soldiers: in a Soldier-on-Soldier board, the opponent's own creatures inflate the number you're allowed to remove. A tribal-counting answer that does nothing in a vacuum and almost everything on a flooded board, sharply tuned to the deck it was made for.
