Familiar Ground
A static enchantment that solves gang-blocking for an entire team at once, and the design is more elegant than the rate suggests. Most evasion answers attack the problem creature by creature: trample pushes excess damage through a chump, menace flips the blocking math the other way, a pump spell wins a single combat. This rewrites a defending player's combat options globally, capping every one of your attackers at a single blocker apiece. It doesn't grant evasion in the strict sense; your creatures can still be blocked, just never double- or triple-teamed. The structural appeal is what it does for a single large threat. Multi-blocking is how a defender trades up against a big attacker: two or three small bodies gang the threat, eat its damage, and kill it across the assignment. Familiar Ground takes that option off the table, so the fattest creature you control now only ever faces one blocker, and a defender holding a row of small creatures can no longer pile them onto your finisher. It asks nothing in upkeep and triggers nothing on combat; it sits there as a passive rule change, reading as innocuous while quietly taxing the opponent's defensive math. The friction is that it goes blank against a defender who can answer your attackers one-for-one, since the cap only matters when they wanted to commit multiple blockers to a single creature.



