Port Razer
Extra-combat effects have always rewarded piling into one open opponent again and again: attack, untap, attack the same player again. This inverts half of that pattern. The untap clause is the engine: connect with a player and your whole board readies for another swing, followed by a fresh combat phase. But the restriction is personal, not global. Port Razer can't attack a player it has already attacked this turn; the rest of your army has no such limit, and can keep beating on the same defender across every extra phase. The design therefore splits your board. Your other attackers concentrate; the untapper is forced to spread, chaining from one player to the next until it runs out of legal targets. Against a single opponent it fires once and then has nowhere left to point, capping the loop at two combats. Against a full table it threads from defender to defender, generating a new combat phase each time it lands on someone new. Its 4/4 frame is a delivery mechanism, not a payoff: the untap only triggers on combat damage to a player, so evasion or menace is what keeps the chain alive, since a chump block ends it cold. Read whole, it is a combat-step multiplier whose reach grows with how many opponents sit across the table, and whose own same-target rule is the throttle that eventually shuts the engine down.




