Shrieking Mogg
The body is a throwaway; the entry trigger is the whole card. Tapping all other creatures the moment it lands is a Falter effect bolted to a permanent, with one wrinkle the wording makes explicit: it taps your team too. The discipline is in the phrase "all other creatures," not "all creatures controlled by opponents," and that self-cost is what keeps a sweeping tempo effect on a 1/1 from being oppressive. Because the card has no flash, the dream play (drop it after declaring attackers and crack in for lethal) is not on offer; cast it in your first main phase and it sits your own would-be attackers down alongside the opponent's blockers. The window it actually creates is narrow and one-sided in the right direction: tap the blockers, then send your other haste creatures (and the Mogg itself) into an empty board on the turn it enters. The effect does not freeze anything, so the opponent's creatures untap normally on their turn; this is not a lock, it is a single-turn clearing of the skies, timed to the swing you want to land. The closest structural cousins are the red Falter spells, but those are one-shot sorcery-speed effects that vanish; here the trigger is welded to a creature you can replay, recur, or blink to retrigger, turning a temporary clearing into something a deck can lean on more than once. It reads as a goblin sideline and plays as a tempo lever: the card that decides whether the board sits still on the turn you need to push damage through.
