Parapet Thrasher
The trigger fires on the whole team, not on itself: as long as any Dragon you control connects, the menu opens once for that opponent, and the "hasn't been chosen this turn" clause is what makes the reward scale sideways. Because it reads "one or more Dragons," a single swing at each opponent is enough; a wide flock does not stack extra triggers per creature, it spreads the payoff across the table by damaging more players. Land combat damage on three opponents in a turn and you get three separate resolutions, each locked to a different mode: crack an artifact off one, blast the rest for four off another, dig a card ahead off the third. The multiplayer skew lives in the burn line specifically, which hits each other opponent and does nothing in a duel; the artifact-destruction mode targets the opponent you damaged and works fine one-on-one, and the impulse draw never cares how many players are at the table. The 4/3 body is deliberately soft for four mana, a rate that punishes any deck trying to run this as a standalone beater rather than the combat-damage engine it was built to reward. Underneath the Dragon typal wrapper, it is a payoff that wants many attackers hitting many opponents, in a tribe that has historically preferred one enormous flier hitting one target.

