Grappling Sundew
A 0/4 that never deals damage always faces the same binary in combat: block and live, or block and die. The activated ability rewrites that math. For five mana it turns the wall indestructible until end of turn, so it survives an attacker whose power outsizes its toughness, and it stays standing through a damage-based sweeper that would otherwise clear the board around it. Those are precisely the two threats indestructibility covers (damage and effects that say destroy) and precisely the two a big-toughness blocker cannot solve on its own. Everything else still gets through: exile, bounce, sacrifice, and -X/-X all remove it, so this is a blocker that pays mana to refuse one narrow category of removal, not a fixture opponents cannot touch. Reach folds flyers into the same blockade, taxing both the ground and the air rather than committing to one. What the mana sink really does is give a defensive body something to do with the surplus lands a long game produces: most walls contribute nothing once they have absorbed the swing they were drawn to absorb, but this one keeps blocking profitably into the turns where a 0/4 has usually stopped mattering. It sits in the green lineage of walls that earn their slot by being difficult to kill rather than by threatening anything, and the indestructibility is what stretches that patience across a board wipe.
