Glyph of Destruction
Part of a small clutch of one-mana Wall tricks from Legends, and the most violent expression of an idea the cycle was built around: defenders as ambush weapons. The design contract is unusually specific. The bonus only applies to a Wall you already control that is already declared as a blocker, the damage prevention guarantees that Wall survives the exchange, and the end-step destruction clause pays for the whole package. This is not a card you cast to keep a defender alive; it is a card you cast to turn a defender into a one-shot cannon that takes a creature with it. The +10/+0 is a number chosen to overkill almost anything, which tells you what the card is for: punishing an attacker who walked into a blocker they assumed was inert. The interaction with damage prevention is the elegant part. Because the Wall cannot be damaged this turn, the attacker's combat damage does nothing, while a typical zero-power Wall now deals ten back to the creature it blocked, lethal against almost any early attacker. The exchange is entirely one-sided, and that is the point. The destruction clause is doing tempo work, not power work: the +10/+0 expires at end of combat regardless, so the Wall is no threat afterward on its own. The destroy trigger instead denies the body for chump-blocking next turn, keeping the trick worth exactly one combat. It reads as a Legends-era puzzle: a defensive type, a finality cost, and a prevention rider modeling a single ambush.
