Hammers of Moradin
Two attack triggers scaled to the same measure, working opposite ends of the same axis: opponent count. Myriad multiplies your offense by fanning a tapped-and-attacking copy at each seat you didn't declare against, then exiling those tokens at end of combat before they can stick around as lasting bodies. The second trigger divides the opposition's defense by that same count, tapping up to one creature per opponent, so the swing that scatters copies across the table also strips a blocker (or a primed attacker) off every player at once. Attack one seat in a four-player game and the other two each catch a copy, while all three lose a creature to a tap. That symmetry is the design worth naming: both abilities grow with the number of opponents, one stacking attackers, the other pulling defenders, so the card gets steeper as the table widens. Strip the keyword off in a duel and this 3/3 still swings and taps a single creature every time, unremarkable but not dead. The engine only reaches full pitch in a crowd, and the card wears that specialization openly: a piece built for multiplayer beatdown, costed so the copies and the taps ask nothing of you beyond a table wide enough to point them at.
