Rabid Elephant
A defensive creature that punishes attacking it, inverted. The 3/4 body invites a double-block (two small creatures should kill it cleanly), and then the math collapses: block with two and it swings to 7/8, enough to eat both and survive. Block with one and you trade up against a 5/6, which is rarely the bargain you wanted either. The trick is that the bonus only triggers on offense, when the elephant attacks and the defender chooses how many bodies to throw in front of it, so the controlling player gets to swing into open boards and dare the opponent to commit. The cleanest counterplay is a single chump or no block at all, taking three; gang-blocking is exactly the wrong instinct, and that misdirection is what does the work. It reads as a beater that wants to be ignored and gets bigger the moment it is respected. A modest, almost charming piece of stat design from an era when green's combat math leaned on tricks like this rather than raw efficiency: the kind of creature that rewards an opponent's reflex to trade and turns it against them.
