Vindictive Warden
Every attack this 2/3 makes rebates part of the cost of its own reach: the ping ability that puts a damage on each opponent costs three, and swinging in generates a red toward it that expires when combat ends. That is the whole self-reinforcing loop in one cheap package. The body wants to be in the red zone, the drain wants the body to keep attacking, and menace holds the door open by making a single chump blocker insufficient to gum up the swing. The hybrid pip, castable off either black or red, points at the shell it belongs in: a two-color aggro-drain deck that closes through combat and finishes through incremental noncombat damage. The tension in the design is that none of the three pieces is expensive by itself, but the mana they demand pulls against each other. The attack-generated red only helps if you have the extra generic mana and the timing to spend it inside the same combat window, so the payoff lands for a board that is already attacking with a mana sink held open, not for a deck that never turns its creatures sideways. It is a small engine tuned for the tempo it creates rather than one you set up in advance.
