Dolmen Gate
Combat math has always punished the attacker. You commit creatures, the defender chooses blocks at leisure, and the only damage your team cannot trade away is the damage your own creatures soak up swinging in. This artifact deletes that downside entirely: your attackers deal damage and take none, which collapses the defender's blocking decisions into a choice between chump-blocking and taking the hit. Nothing about it touches your own blocks, so it is a one-way valve, all upside on offense and silent on defense. The implications run deeper than a static fog. With attacking creatures rendered combat-immune, you can swing freely into open mana, attack with creatures the opponent would happily trade with, and turn what should be a losing race into a free assault. It also unlocks attack-trigger and combat-damage engines that normally crumble under blocks: send everything, lose none, collect the value. The two-mana cost is the genuine tension here. Cheap enough to land early in an aggressive curve, it still pays nothing until there is a board to swing with, which is why the card belongs to a deck that is already the beatdown before it hits the table. That narrow, attacker-only window is exactly why it has stayed a build-around rather than a staple: a card that does one thing absolutely, for one kind of deck, and shrugs at everyone else.



