Charging Cinderhorn
A group punishment device dressed as a beater. The clock it builds runs off a single condition checked turn by turn: at any player's end step, if no creature attacked during that turn, the Cinderhorn gains a fury counter and burns the active player for the full count. Each turn is its own ledger, so the burn falls only on whoever held the turn passively, and the counters never come off, so the price of every future stalled turn keeps climbing. That structure inverts the usual diplomatic stalemate. Where multiplayer politics reward sitting back and letting someone else commit first, this rewires the incentive so passivity is what gets taxed: you can no longer profitably hold up your forces and wait. The 4/2 body is almost beside the point; it dies to anything and is not meant to win combat, it is meant to make combat happen, and haste means it can start swinging the moment it lands. The trigger is table-wide, not personal: a single attack from anyone, on anyone, clears the condition for that whole turn and nobody feeds it. So the card is self-correcting in the cruelest way: the better it does its job, the fewer counters it accrues, because a table that attacks is a table where the Cinderhorn goes quiet. Its entire reason for existing is to break the standoff that grinding multiplayer games drift toward by default, and it does so by making the standoff itself the thing that kills whoever refuses to move.

