Grasping Giant
The block clause is the whole design, and it turns an ordinary six-mana beater into something an opponent cannot profitably chump. Most large creatures invite the trade: throw a token in front, absorb the damage, live to swing back. This one punishes the reflex directly. The trigger fires when the Giant becomes blocked and exiles the blocker before combat damage, so the defending creature never connects. That timing is what makes gang-blocking fail: assign three creatures and all three vanish on the trigger, leaving nobody to actually deal damage to the 5/7. The clause is a one-sided edict wearing a creature body, and because the blockers stay exiled until the Giant leaves the battlefield, every block shrinks the defending board for as long as the Giant sticks around rather than stalling for a turn. It sits in a strange space between an evasion keyword and a removal spell: it has no menace or trample, so a defender can decline to block and simply eat five, but any attempt to interact in combat costs a creature outright. The engine is one-directional. It keys only to the attacker's step, firing when the Giant becomes blocked while swinging, never when it holds the line on defense, so the whole thing is tuned for pressure rather than parity. Vigilance covers the gap, letting the aggressor keep a body back without surrendering the turn's alpha strike.
