Gorm the Great
A 2/7 with vigilance reads like a wall, but the body is a delivery mechanism for the lure clause, and the lure is the whole design. The two-part order rewrites the opponent's block math: he must be blocked if able, and blocked by two or more creatures if able, so a defending player with two blockers spends both pinning a Giant that trades for almost nothing. That does not vacuum up every blocker (a player with more defenders can still cover the rest of the red zone), but it taxes the block and narrows the openings, which is precisely the point when your other threat is Virtus the Veiled. The partner line makes the intent unmistakable: Virtus wants a single creature to connect so its damage becomes a life-halving death sentence, and Gorm's job is to soak up two defenders and thin the wall in front of that creature. The pair was built as a closed loop, a two-card plan the partner mechanic stitches into one deck. Vigilance is the piece that keeps the plan from being one-directional: he can attack to force the gang-block and still stay untapped to hold back an attacker on the crackback, so committing him to the offense does not leave you open. On his own he is a stalling body that grinds a race to a halt. Paired, he is deliberately the front half of a combo, engineered to play second fiddle to his own partner and do the ugly work of clearing space while Virtus collects.


