Wizards of Thay
Grafting a spellslinger static onto a keyword built for splitting the attack is where this 3/3 stops being a beater and becomes a cost engine that scales to how crowded the pod is. Myriad copies the attacker at each opponent other than the one you swung at, and because those tokens inherit the printed abilities, every copy stacks another instance of the reduction and another instance of the sorcery-as-flash clause. Declare an attacker at one player, spawn a body pointed at each of the others, and now every instant, every draw spell, every removal sorcery costs an additional generic less and can be cast as though it had flash while combat is still resolving. The reductions compound: with three opponents remaining, the two extra copies knock two more generic off your spells until the copies vanish once combat wraps, all timed to the priority windows where your sorceries can suddenly answer an entire table at instant speed. That is the payoff, not the six-or-more damage the alpha strike might land. The scaling collapses one-on-one, where the attack trigger produces no copies and only the printed reduction and sorcery-as-flash remain, so the card is written for a multiplayer board. It asks you to attack for reasons unrelated to combat math, treating the swing as the trigger that opens a turn of cheap, instant-speed casting rather than a line of damage.


