Nath's Elite
The lure is the engine here, not the body. Forcing every creature able to block to do so turns a 4/2 into a wrecking ball aimed at an opponent's defensive line: they cannot chump-block with one creature and trade the rest in combat, they have to throw everything in front of it, and a green deck full of trampling threats or a follow-up sweeper turns that mandatory gang-block into a slaughter. The fragile toughness is the cost: two damage kills it, so the opponent often comes out ahead on the trade unless you've stacked the board to punish them for blocking. Clash on entry is the softer half, a coin-flip-adjacent counter that nudges the body toward a 5/3 and digs at your own library top. Lure effects are an old green idea, going back to the keyword Lure itself and to designs like Nettletooth Djinn that hand the ability to a creature, but compulsory blocking on a Warrior aimed at clearing the way for an alpha strike is the recurring shape: a one-card "all your blockers, here, at once" button that's only as good as what you do with the resulting pile-up.
