Warkite Marauder
The attack trigger is doing something most evasive two-drops cannot: it neutralizes a blocker before damage is even on the table. When it swings, one creature the defender controls is stripped of every ability and reduced to a 0/1 for the turn, which clears a path for itself and for anything attacking alongside it. The two halves matter independently. Setting base power and toughness to 0/1 turns a wall into chump fodder and answers the deathtouch blocker that would otherwise trade up; removing all abilities shuts off flying, reach, menace, and any defensive trigger that would punish the swing. It is a recurring removal effect that costs nothing extra to fire, gated only by the requirement that the Marauder actually attack and survive long enough to do it again. The body is fragile and the effect is temporary, so the value lives in repetition: a clock that also picks apart the opposing board one creature per combat. As a piece of attack-trigger design, it sits closer to a tempo enabler than a finisher, the kind of low-cost evasive threat built to be the spine of an aggressive flying deck rather than a standalone bomb. The catch is built in: it answers a creature, never a planeswalker or permanent, and the disruption resets at end of turn, so a single edict or removal spell that connects with the Marauder ends the engine entirely.



