Chainwhip Cyclops
The activated ability points in exactly one direction: it takes an opponent's blocker off the board math for a turn, and nothing else. It doesn't tap the target, doesn't stop it from attacking on the crack-back, doesn't touch your own creatures. What it does is open a single lane on a stalled ground, and it does that for a fresh payment every time, which turns the whole card into a mana sink wearing a 4/4 body. The tension here is the price against the effect. At four mana per activation, this isn't a valve you open every turn; it's a late-game outlet for a flooded hand, where the alternative to a dead board is spending excess mana to walk one attacker past one defender, then repeating next turn. Because the effect only ever removes one blocker and only for the turn it's paid for, the card rewards a board where a single opened lane is enough to finish, not a go-wide plan that wants everyone through at once. Wizards has long parked this "creature that also does something with leftover mana" role at higher rarities and around card advantage; this is the plain-spoken version, no ramp and no cards drawn, just a beater whose whole purpose is refusing to let a ground stall stay static.

