Escarpment Fortress
A defensive body that pays you for going on the offensive, which is the small paradox worth sitting with. Walls exist to hold the ground: this one can't attack itself, keeps the reach up front to swat flyers, and still hands every other creature you control a point of power. That anthem is the tell. The card wants a wide board, not a static one, because its last line only pays out when you commit two or more attackers, turning each multi-creature swing into a fresh card. So the design splits the labor cleanly: the Wall stays home as the durable anchor (a 3/5 that trades up against flyers and soaks the ground while the team goes elsewhere), while the creatures it buffs do the attacking that refills your hand. The +1/+0 is doing double duty here, sharpening a go-wide clock and nudging borderline swings past a blocker's toughness so the draw trigger fires more often. It is a support piece dressed as a blocker, an engine that rewards the exact aggression its own keyword forbids. The tension between Defender and a card-advantage payoff tied to attacking is unusual: most anthem creatures ask you to swing with them, and most Walls ask you not to swing at all. This one asks you to swing with everything but it.
