Ochran Assassin
The Lure effect is an old combat-control idea: force every legal blocker to gang up, then let the defending player carve up the incoming damage. Stapling that compulsion to deathtouch flips who profits from the pile-on. The static blocking requirement is not something the opponent can wait out or respond to on the stack; if they have blockers, those creatures are declared as blockers, full stop. So a 1/1 attacker walks into a wall of their entire board, and one of them dies to the deathtouch: not zero, which the compulsion has taken off the table. The wrinkle the design leans on is that the attacking player, not the defender, assigns combat damage order among multiple blockers, so the attacker picks which of the opponent's creatures eats that single lethal point. That is the whole engine: a compulsory block plus attacker's choice of victim turns one point of power into a forced, targeted trade every swing it survives to make. And it rarely survives more than that first swing unsupported: forcing the entire opposing board into combat means it takes the whole board's damage back, so the 1/1 frame that makes it cheap and expendable also means it usually trades once and dies. Removal in response to the attack kills it before damage; a single point from anything it does not kill first kills it too. The threat lives in the trade it forces, not in the damage it deals.

