Seven Dwarves
The four-of rule is the joke every deck built around a card runs into: nobody ever gets to be a five-of, let alone a seven-of. This is the design that hands you the punchline, breaking the singleton-beyond-four convention so a deck can flood on copies and turn raw quantity into stats. Each additional copy on the battlefield pumps the rest, so a board of four is a wall of 5/5s that all grew each other, and the ceiling scales toward a genuinely absurd top end if you can keep them alive and keep drawing into the pile. But the payoff lives entirely on the battlefield: a single copy is just a 2/2 with a static ability that has nothing to count, and any removal that catches one shrinks the whole team, so the card punishes exactly the kind of trading a small red creature usually welcomes. The lever that earns the deck slot is how the static ability stacks nonlinearly with itself while the fixed body keeps each individual card cheap: a rare case where the deckbuilding constraint (how many you can jam in) and the power level are the same dial. It is a horde card dressed as a fairy-tale gag, and the seven-copy cap is both the flavor and the hard math on how large the pile can ever get.







