Hornet Nest
The rare blocker that turns removal into a liability. Most defensive bodies want only to be ignored; this 0/2 weaponizes the act of dealing it damage, converting every point inflicted into a 1/1 flying, deathtouch Insect. The cheap burn or ping that clears most walls instead pays out a swarm that trades up against anything on the ground or in the air. The trigger keys on damage specifically, which draws the bind sharply: a destroy-based sweeper that bypasses combat does nothing, but a damage-based one (Blasphemous Act, Starstorm, an Earthquake effect) hands the controller a token for every point that lands. The math runs against the burn plan too: aim a Lightning Bolt at it and you spend a card to gift three fliers. Combat is the safer line, since the tokens arrive only after damage is dealt, so an attacker survives the connection itself; but it leaves behind a growing wall of evasive deathtouch bodies that brick the next attack and threaten a clock the defender never had to attack to build. The cleanest answer is to leave it alone entirely. The controller can also feed the nest on their own terms, pointing self-damage effects at it to convert a deliberate ping into a token engine rather than waiting on an opponent's cooperation. The tension baked in is that the card is only ever as good as the damage thrown at it, and a patient opponent can simply decline to throw any.





