Ink-Treader Nephilim
The whole engine fires on a single grammatical condition: the spell being cast has to target only this creature, no second target. Honor that constraint and a one-target spell becomes a board-wide event. Aim a removal spell at the Nephilim and every other creature that spell could legally target gets a copy pointed at it; do the same with a buff, a bounce, or a tempo-positive trick, and the table fans out at once. The four-color cost is the gate, but the real design wrinkle is the targeting clause doing double duty: it both restricts your spell to one creature and then projects that spell across the rest of the board, so the card punishes lazy targeting and rewards spells whose copies are individually worth casting. It is a creature built to be aimed at, the inverse of how players usually treat their own threats. The Nephilim were a cycle of five, four-color identities with no creature type beyond themselves, locked out of nearly every deck of their era by their color demands; this one in particular reads less like a midrange body than a combo piece wearing a 3/3. Its home was never broad playability; it was always the build that could reliably hand it a single-target spell and turn that spell into many.
