Orcish Siegemaster
A wall that swings for the fence, but only on borrowed power. The 0/5 body contributes nothing to its own attack trigger: counting itself yields +0/+0, so the pump lives or dies on whatever bigger creature sits elsewhere on your board. Put a genuine threat down and this brick becomes a second copy of it, trampling in for the same number without ever having tapped mana to grow. That dependence is the balancing act. On an empty board it stays a defensive fixture; the more the rest of your army develops, the harder it hits. The tribal clause is the half built for its intended home, granting trample to every other Orc and Goblin you control. That is precisely the keyword a swarm of small attackers wants once it has flooded the ground but can't punch damage past chump blockers. Most Orc and Goblin lords add power or add bodies; this one solves the stall, letting a wide board of little creatures spill combat damage through, then adding a scaling finisher that reads off the biggest thing you've assembled. For a tribe that has spent most of its history as aggressive weenies with no clean way over a wall, the design answers the late-game question the archetype rarely could: what happens when the small attackers stop getting through, and the ground grinds to a halt.


