Beckoning Will-o'-Wisp
The ability word here does something politics rarely gets a mechanical handle on: it hands the buff to whoever attacks the chosen player, not to your own team specifically. The trigger reads "creatures attacking the last chosen player get +1/+0" with no controller restriction, so the bonus is a table-wide bribe. Nominate the archenemy when your combat begins and every attacker aimed at them, yours and everyone else's, hits a little harder. It is an incentive engine wearing a Spirit's face, nudging a multiplayer table toward a shared target the way a fresh bounty points a mob. The 1/3 flying body is built to survive the war it frames: it stays out of the ground scrum it is orchestrating and chips in overhead while other players resolve the beatdown it steered. The wrinkle is the "last chosen player" wording, which lets the target drift turn to turn as the political weather changes, so the card is a repeatable steering wheel rather than a one-time proclamation: each of your combats, you get to redraw the map of who is worth attacking. What it is for is plain enough: to make swinging at someone else marginally more attractive to everyone at the table, and to profit from a war you never had to declare yourself.
