Spikeshell Harrier
Bounce with a governor attached. The tempo half is familiar: a five-mana body that shoves a threat back to hand on the way in, buying a turn and resetting whatever the opponent spent to develop. The second clause is the part that only makes sense inside a race-tracking mechanic, and it reveals how carefully the design hedges its own reach. The speed reduction fires only against the player who is out front, and only when that player is strictly ahead of everyone else, so it can never gang up on a lone opponent's lead in a multiplayer pod without first establishing who the leader is. The floor of 1 is the other guardrail: this can pump the brakes on a runaway, but it cannot strip a player back to a standing start, which keeps the effect from becoming a hard denial of the mechanic it interacts with. That combination (conditional trigger, single target, hard floor) is what separates a corrective tool from a lockout. It is built to punish the frontrunner and slow a snowball, not to police everyone at once. The bounce is the reliable value; the speed clause is the situational rider that turns a solid tempo creature into a targeted answer whenever someone is pulling too far ahead.
