Apex Altisaur
Enrage was built to punish attackers who chose to hit a dinosaur, but this one turns the mechanic inside out: instead of a defensive deterrent, it becomes an offensive engine that manufactures its own triggers. The entry fight is green removal at a monstrous size, but the loop is where the design gets clever. When this 10/10 fights, the damage it soaks immediately fires the enrage clause, buying another fight, and if each target dies without ending the chain, a single stack of triggers can clear an opposing board. Enrage needs incoming damage to fire, and fighting is a reliable way to generate that damage on your own terms, so the two abilities feed each other rather than sitting side by side. What caps the chain is toughness, and damage in a fight does not heal between triggers: every creature the Altisaur fights deals its power to a running total, and once that total reaches 10 the beast dies with it. So the loop lasts exactly as long as the combined power of everything it eats stays under ten; two beefy blockers or one genuine bruiser can end the run even as the last fight resolves. Every fight trigger points only at creatures you do not control, so it can never sweep your own side or aim at a player. The result is a threat that resolves as spot removal at minimum and a one-sided wrath at its ceiling, with the outcome decided entirely by how the opposing power numbers stack up against its ten toughness.

