Lightmine Field
The deterrent that scales with the crime. Most damage-based defensive enchantments punish each attacker on its own terms: a flat ping, a power-based shock, a tax that lands regardless of how many bodies come across. This one keys the entire effect to the size of the alpha strike, so the more committed the swing, the more devastating the answer. Send one creature and it takes a single point; send eight and every one of those eight takes eight, which clears the board of anything that did not already outsize the assault. The card is inert on a stalled board and lethal against the exact battle plan a go-wide deck is built to execute: it converts the attacker's own commitment into the math that kills them. Because the damage resolves off the declaration of attackers, before combat damage would, a wide swing can implode the moment it is announced rather than after it connects. The crucial discipline is the wording "whenever one or more creatures attack," with no allegiance clause: it punishes your attackers exactly as hard as your opponent's, locking the controller into a defensive posture rather than letting them turn around and crash in with a mob of their own. What it asks in exchange is patience and a board you are content to be attacked into; against a single large threat it barely registers, and that narrowness is the price for how brutally it answers the swarm it was built to stop.
