Shinen of Fear's Chill
Channel let Spirit-tribal cards pay rent twice: keep one as a body, or pitch it for an effect when the body is the wrong tool. The two halves here pull against each other on purpose. The creature is a 3/2 that can't block, an aggressive stat line stapled to a defensive liability, which costs you nothing when you only ever wanted it swinging. But the discard option is the reason to run it: for you keep an opposing blocker home for a turn, a Falter-style effect tucked into a creature slot. That dual nature is what the card trades on. Drawn late against a stalled board, the 3/2 is dead weight; drawn when you need to push the last points through, you pitch it and clear a lane. The "can't block" clause on the body and the "can't block this turn" on the Channel ability are the same idea pointed in two directions: this card spends its whole existence making blocking inconvenient, whether its own or an opponent's. Stripping away a single blocker for one decisive swing mattered more before evasion and burn made the last few points cheaper to find, and this is plumbing built for that math: black aggro that wants the redundant copies in its opening hand to keep a job no matter which one you draw.
