Living Inferno
The tap ability turns this elemental into a giant flamethrower, splitting its eight power however you like across any number of creatures. The catch is the second sentence: every creature you point at swings its full power back into the inferno. With five toughness, the wide sweep you want most (mowing down a developed board) is exactly the swing most likely to kill it. Pick off three small attackers and it survives; aim at anything whose combined power reaches five or more and it dies along with them. That self-inflicted return damage is what keeps an eight-power board-clear on a stick from being oppressive: it works as a repeatable pinger against small things, a one-shot trade against large ones, and a knife-edge calculation against anything in between. The math reshapes itself every turn as the board changes, so the ability is less a button you mash than a problem you solve before committing. Crucially, you hold the pen on both halves: you choose the targets and divide the damage, so you also decide precisely how much retaliation to eat. The constraint is the toughness, not the opponent's permission. It is a design from an era that loved big, top-heavy creatures whose abilities came pre-loaded with a tax on greed, and the symmetry here is the kind that reads as clean on paper but rarely resolves cleanly in play, because the optimal kill and the survivable kill are so often the same target list pulling in opposite directions.
