Coalhauler Swine
Pain redistributed outward, with the controller along for the ride. The trigger keys off one narrow thing: damage dealt to the body, multiplied and sprayed back at every player at the table, the owner included. That precision is the whole design. Burn it, block it, ping it with a one-damage pinger, and it answers in kind. But destroy, exile, bounce, and -X/-X effects walk right past the trigger, which means the cleanest removal also denies you the payoff; the only opponents who get punished are the ones who reach for damage to solve a 4/4. The controller can flip that asymmetry into an engine, feeding the swine through their own pingers or fight effects to turn it into a slow Pestilence on a stick, but only while their own life total absorbs the recoil. That self-inflicted clause is the central tension: this is not a creature you aim at one opponent, it is a pressure valve that bleeds in every direction at once and dares you to be the player least bothered by it. Outward-symmetric damage of this kind lives or dies on the controller's ability to break the symmetry, usually through a higher life total or a redirection effect, and this one ships with no built-in escape hatch. The reward is a recurring damage source no single opponent can profitably attack with combat or burn; the cost is that you are always one of the targets too.

