Oriss, Samite Guardian
Grandeur turned a legend's own redundancy into a resource: instead of extra copies of a legend sitting awkward in hand, that spare becomes ammunition for a much larger effect. That inversion explains why this card was built the way it is. The body is a fine-print Samite healer, a defensive tapper that fogs all damage to one creature each turn: repeatable, useful, unremarkable. The grandeur line is where the design pays off, locking a single opponent out of both casting and attacking for a turn, which on the right beat strips that player of offense and interaction at once. The cost is what disciplines the ceiling: you have to own, draw, and pitch a second copy of a legend, so each activation literally throws away another card with the same name. That is the structural twist. The legend rule normally tells a deckbuilder to run exactly one of a name and devote the rest of the slots elsewhere; grandeur asks for multiples of a singleton legend purely so you can discard the spares. The whole cycle shares this floor-to-ceiling tension between a low defensive baseline and a deck-warping payoff, but most of its members cash the spare copies into burn or tokens or card advantage. This one buys denial instead, a rare lockout effect funded by a self-cannibalizing engine that few designs before or since have built so deliberately.
