Ohran Frostfang
Two abilities that would each read as mild on their own turn punishing together: hand your whole team deathtouch on attacks, and let every creature that connects draw you a card. The deathtouch clause is not there to win the fight, it is there to make blocking miserable. Any blocker that trades takes a creature with it; any block the defender declines lets a creature through, and each one that gets through is a card in hand. The draw trigger fires per creature, not per point, which is the detail that shapes the whole engine: a board of ten small expendable attackers refills ten cards through a deathtouch screen, while one large threat draws exactly one. That math tilts deckbuilding toward width over a single fatty, and it is why the 2/6 body matters. A defensive stat line on the enabler that makes offense mandatory is the tension here: the card wants to survive the retaliation its own attacks invite, so it eats a swing instead of throwing one. The design sits in a green tradition of attack-and-refill payoffs that historically leaned on evasion or trample to get damage through. Folding deathtouch into that role is the twist, because it does not guarantee the swing lands; it just converts every block into a losing trade and dares the defender to take the hits anyway. No creature connects, no cards: the engine only turns while the board is getting through.








