Wulfgar of Icewind Dale
The second ability is the one worth building around, and it does something structurally rarer than the melee text suggests: it doubles attack-triggered abilities on your own permanents. Not combat damage triggers, not "whenever a creature dies" triggers, but specifically the ones that fire when a creature you control attacks. That reads narrow until you count how many permanents key off the declare-attackers step. Anthems that pump attackers, artifacts and enchantments that make treasure or draw a card when a creature swings, other creatures with their own melee-style bonuses: each of those triggers twice. The design is a multiplier stapled to a body, and the multiplier begins paying out immediately, because the first attack trigger it doubles is his own. Melee fires when he attacks, so the doubling clause is never idle: swing into three opponents and the melee bonus resolves twice, stacking pump on a body already sized by how wide the table lets him go. That built-in feedback keeps the card coherent; it demonstrates the principle it wants your deck to exploit before you have added a single other trigger. The real ceiling still lives in the engine you assemble around it, and a 4/4 with melee for five mana is a fair rather than frightening attacker until the attack-trigger density arrives. But the doubler is always contributing something the moment he enters combat, which means the design carries no dead-on-an-empty-board tax.


