Palace Guard
Defensive design rarely gets a body this single-minded. A 1/4 built to stand in front of an entire attacking force at once, soaking as many creatures as the opponent is willing to send while the rest of the board stays untouched. The four toughness is the operative number, but the multi-block math is sharper than it first reads. Blocking a crowd means taking their combined power, so a 1/4 dies the moment four or more total power swings into it; against three 1/1 attackers, it survives the combined damage and lives to block again. The catch sits on the power side: with only 1 power, it assigns a single point in combat and kills at most one of those three attackers. That is the whole transaction. It absorbs any number but deals damage to just one, so the trade favors the defender only when survival, not killing, is the goal. It blunts a swarm without dismantling it. As a Human Soldier rather than a literal Wall, it sidesteps the old rule that locked Walls out of attacking, though 1 power means swinging is almost never the plan. This is the wall function distilled: not a value engine, not a blocker that punishes, just a body whose purpose is to make a crowded combat step the attacker's problem instead of yours.

