Gorilla War Cry
Granting the same keyword to both sides is a strange object to balance, and the design here leans into that symmetry rather than apologizing for it. The casting restriction locks the card to combat before blockers are declared: at the start of combat or after attackers are declared but before blocks, you flash it in and force a reckoning on the defender's assignments. Menace on every creature means the defender cannot answer one attacker with one blocker, so a board that looked stable suddenly demands two-for-one trades or chump-block math that does not add up. The deferred draw is the rate concession that makes a narrow trick worth a slot: even when the menace does nothing (the defender has no creatures, or already had a profitable block), the card replaces itself a turn later. That delay is the discipline. The effect is loud and immediate, but the compensation arrives only at the next upkeep, so you spend tempo now and recoup card economy later rather than getting both at once. It belongs to the cohort of cheap red instants from its era that wrote combat outcomes through evasion math rather than damage, a design lineage red has returned to repeatedly when it wants to push attackers through a clogged board without simply burning the blockers away.


