Nettling Nuisance
The mechanic here is a rare inversion: instead of goading your opponents' creatures, this hands them their own weapon and points it at each other. When your Faeries connect, the damaged player builds a 4/2 that can't block and is goaded for the rest of the game, meaning it is now compelled to attack, and to attack a player other than you if able. Each player hit is deputized with a permanent aggressor pointed at the rest of the table. It is a political engine dressed as an evasive beater: the 3/1 flier's own damage isn't the point so much as the ongoing pressure it manufactures onto your opponents' behalf, converting a small connection into a self-perpetuating source of chaos aimed everywhere but at you. The "can't block" rider is doing real load-bearing work, since a 4/2 that could sit back on defense would blunt the whole scheme; forcing it to swing (and to swing elsewhere) is what turns the gifted token from a liability into someone else's problem. The trigger is scoped per player rather than per Faerie, so hitting three opponents in a turn seeds three separate tokens each pointed away from you, and the reward scales with the breadth of your attacks rather than the density of the connection. This is a build-around that pays off group commitment to the Faerie type while playing the long political game, less a threat than a factory for them.

