Siegehorn Ceratops
Enrage flips combat authority to the defender and dares them to act, and few two-drops sharpen that dare as cleanly. The whole design lives in the reminder text's fine print: it must survive the damage to earn the counters, so the payout is not a death-trigger or a free engine but a body that only rewards a hit that fails to kill it. As a 2/2, the survival window is narrow, and that narrowness is the point. Any block that deals two or more finishes it before the trigger ever resolves; the counters never land. The trap is reserved for effects that deal exactly one and let it live, at which point a lone ping upgrades the creature into a 4/4 instead of shrinking it. So the defender's toolbox turns against them: chip damage and one-power blockers stop working the moment they don't kill, while a clean removal spell burns a card on a two-drop an aggressive hand was happy to commit. The color pair wears the logic plainly, marrying green's counter-stacking to white's cheap, sticky threats, and the ceiling is decided less by what the card does than by what the opponent refuses to risk. Left alone, it is a vanilla beater; provoked into surviving, it grows in a single leap. Figuring out which of those it becomes is the blocker's problem, priced into every math decision they make in combat.


