War-Trained Slasher
Battles arrived with a coordination problem: a Siege sits half-fought for turns because nobody wants to commit enough power to flip it, especially when the crackback favors the defender. This is the answer built as a hammer. The doubling rider stays dormant against players and only fires when the creature attacks a battle, turning 4 power into 8 for the turn, enough to defeat most Sieges in a single swing without over-committing bodies to the assault. That narrowness pays for the effect: a red four-drop that doubled its power at a player's face would be a burn spell stapled to a creature, so the trigger is fenced to the one attack the format wanted to reward. Menace does the other half of the work, making the creature awkward to gang-block so a small defensive cluster can't simply eat it and leave the Siege standing; it wants to get through, land the doubled hit, and defeat the battle so its controller can cast the back face. The Wolverine Dinosaur typing is pure plane-flavor for a world being overrun, but the mechanical read is unusually clean for the era: most battle-support cards treated the mechanic as a side incentive, while this one is engineered to make the battle actually resolve. It is a card whose entire purpose is to close a permanent that would otherwise stall the board.
