Invasion of Eldraine // Prickle Faeries
Discard-two stapled to a permanent that transforms into a threat if the disruption sticks: that is the loop this Siege is built to close. It strips two cards from a chosen opponent the moment it lands, then dares the table to defeat it. The reward for succeeding waits on the reverse, and it reads the exact hand-size the discard was engineered to shrink. Empty a player to two or fewer cards and the transformed Faerie starts pinging them for two at the beginning of each of their upkeeps, a clock that punishes the same low-resource state a hand-attack plan is already chasing. The design links cause and effect across the transform: the discard creates the condition, the back half collects on it, so the two faces are not separate cards stapled together but one plan measured in two steps. The Siege chassis is what makes the sequence run, since defeating a Battle is a shared project among opponents; the card asks for board pressure to flip rather than mana, and rewards a deck already applying it. Colorless hand-disruption has long struggled to convert an empty grip into damage: the flying pinger is the finisher those effects rarely carried on their own, and the per-opponent trigger means each opponent's own upkeep does the accounting.
