Magnetic Web
Tempest's appetite for combat-rules trickery rarely got stranger than this puzzle box of an artifact. The magnet counter is neither buff nor debuff: it is a forced-attack and forced-block tether that links creatures across both sides of the board. Magnetize one of your opponent's blockers and one of your own attackers, and the math goes sideways, because every magnetized creature now has its combat choices made for it. The card runs on two distinct gears: a static ability that imposes an attack requirement on every counter-bearer once any one of them attacks, and a separate triggered ability that, on that attack, forces every counter-bearer to block the attacker if able. Read several steps out and the two cut against each other: a creature can be dragged into attacking and then is unavailable to hold the line, or a wall can be compelled to throw itself in front of something it cannot survive. The activation happens at instant speed (on an opponent's combat, or at end of turn to set up your own swing), so the trick is less about telegraphed setup turns and more about choosing the moment the counters land. It reads as a parlor curiosity until you find the line where you magnetize an opponent's lone defender and ram an attacker into it on your terms. Mostly it lives as a Johnny lever: a tool for manufacturing bad blocks and disastrous attacks, prized for the situations it engineers rather than any clean, repeatable advantage.
