Entrapment Maneuver
An edict that pays out in the wrong currency, by design. Most forced-sacrifice removal trades evenly: the attacker loses one creature, you lose a card. This one prices the trade in toughness, minting a 1/1 Soldier for every point of defense the lost creature was carrying. The asymmetry is deliberate and lopsided: a small, expendable body refunds almost nothing, while the heavy, defensive game-enders (the durdling 6/6 trample finisher, the wall that turned into a clock) hand you the largest army. The catch is who holds the steering wheel. The target player picks which of their attackers to sacrifice, so a disciplined opponent feeds you the cheapest creature in the swing and walks away barely scratched. The card is only forcing in two shapes: when an opponent attacks with a single creature and has no choice but to give it up, or when their whole board is so threatening that even their worst attacker is a fat one. That gap between floor and ceiling is the entire design. As pure removal it is mediocre, hostage to the attacker's judgment; as a swing of board state it is unmatched at instant speed, turning a defensive wall into a wide green-light counterattack the moment your opponent overvalues a toughness-heavy threat. It rewards punishing greed, not careful play, and it only goes off when someone else miscalculates how much defense they were willing to throw forward.







