Hezrou // Demonic Stench
The permanent's trigger only pays out when your attackers are met head-on: press damage into a hesitant defender and each blocker shrinks, but hold back or let the opponent take the hit and the 6/6 sits inert, a punishment for a choice the opponent controls. Demonic Stench flips that dependency for a single black mana. It reaches back at instant speed to hit every creature that blocked this turn, no matter what it blocked, so you can hold it until after combat resolves and then clean up wounded chump-blockers or thin a wall your team couldn't break through. Casting the instant now and banking the Frog Demon in exile means the early play costs no card: you get a cheap combat tool immediately and a fat threat to redeploy later, without stranding seven mana waiting to unlock a conditional attack trigger. Two effects built on the same verb, split across two axes. The creature's version is passive and hinges on the opponent choosing to block; the instant is proactive, stack-timed, and lands its -1/-1 on defenders that have already committed. It is a tidy demonstration of how Adventure can take a combat ability that only works on offense and repackage the same idea as a reactive answer.
