Plague Wight
A body that punishes the block itself, not the blocker. The trigger fires the instant this Zombie becomes blocked, and every creature standing in its way takes -1/-1 until end of turn. That reorders the defensive math without ever needing to connect. The usual answer to a 2/1 attacker is to gang-block with two small bodies and guarantee the kill; here, any single-toughness blockers get shrunk into the graveyard before combat damage, and each extra body you commit just feeds another creature into the same -1/-1. Crucially, this is a deterrent, not a breakthrough: a blocked attacker stays blocked even after its blocker dies, and with no trample the 2/1 assigns its damage nowhere. The blocker still soaks the hit; it just dies for the privilege. That is the whole strategic axis. Plague Wight does not push damage through a wall, it makes the wall expensive to build. Against a board of x/1 tokens, refusing to block is often the cleaner line, which turns the 2/1 into a steady trickle of incremental damage rather than a threat that must be answered. The catch is that everything hinges on the defender's choice: an unblocked attacker does nothing beyond hitting for two, and a lone blocker with enough toughness to survive the shrink absorbs the trigger and trades back. Aggression that taxes the opponent's options instead of overpowering them, built to make blocking the wrong answer.

