Nomad Decoy
A repeatable tapper whose value sits entirely in the activation, not the 1/2 underneath it: the body is just a stand for the ability that pins down whatever would otherwise swing or block. Tapping attackers down is old white technology, but the threshold mode is what turns a routine effect into an engine. Early, you hold the line one creature at a time; once seven cards fill the graveyard, a single activation locks down two targets at once, and a fragile permanent becomes a soft lock on the opponent's best blockers or attackers. That escalation from one target to two is graveyard-matters design expressed at the smallest possible scale: the early game rations you to a single tap, and the late game pays back the cards you burned getting there. The price is durability. A 1/2 folds to almost any removal or unfavorable combat math, and an opponent who answers the Decoy before threshold arrives strips the engine clean before it ever pays off. Defending it is the whole job, because the tempo only compounds while it survives: every turn it lives, the opponent loses the use of one creature, and after the bin reaches seven, the use of two.

