Rampaging Ferocidon
Two punishment effects stapled to one 3/3 body, aimed at the two strategies a menace attacker cannot beat on its own. The lifegain lock shuts off the stabilizing engines aggressive red has always struggled to race: incidental drains, lifelink chumps, the soul-sisters tax. The enters-the-battlefield ping aims the other way, at decks that flood the board with tokens or go-wide creatures and expect to do it for free. Each new body an opponent makes costs them a life, which turns a token strategy's strength into a clock running against itself. The card asks for neither target specifically; it just makes both lines of play more expensive while it attacks.
Both clauses are symmetrical, and that is the design point rather than an oversight. The lifegain lock switches off gain for everyone, its controller included: no lifelink, no drain from anywhere in the deck. The ping is where the wording earns a second look, because it fires only when another creature enters, so the Ferocidon itself is exempt but the rest of its controller's board is not. A red deck flooding its own side eats the same damage its tokens would deal an opponent. The trade is deliberate on both counts. A deck that already plans to close before life totals or board math matter loses little by turning those dials off for all players, while the decks built to outlast it lose the tools they were counting on. The body finishes the job, and menace means a lone chump blocker will not stop it.





