Panicked Altisaur
A blocker that ends the game if you stop paying it attention. The 4/5 body with reach is honest defensive work: it holds off fliers and trades up against most midrange threats, buying the time the tap ability needs. That ability is the real engine. Two damage to each opponent every turn, with no attack step required, turns a wall into an inevitability clock that ignores blockers and the fog-and-stall patterns that usually neuter aggression. The two halves pull against each other, and that tension is the design pivot: tapping to ping opponents leaves the creature unable to block, so each activation asks whether you need the wall this turn or the damage. In a multiplayer pod the arithmetic multiplies, since the tap hits every opponent at once, making it a slow-drip Pestilence that costs no life and demands no upkeep payment. Reach is the detail that keeps the whole thing coherent: a ground-only body would get flown over while it grinds, but reach lets the same creature stonewall the air and tick down life totals from the same slot. Nothing here is flashy, and two damage a turn reads slow on paper, but the clock never speeds up and never slows down, and a game that goes long enough always favors the player with the unattended engine.
