Tattered Ratter
Blocking is supposed to be the defender's tool for stopping an attack, and this card turns that decision into a trap: whenever a Rat you control gets blocked, the block itself pumps it +2/+0, so the creature the opponent stood in front of now swings for four instead of two. The design inverts the usual combat calculus. Normally the defender weighs whether a trade is worth it; here the act of interacting is what makes the trade go badly, and refusing to block just lets the damage through. The trigger is per-Rat and applies to every Rat in the red zone, so a wide swarm compounds it: three blocked Rats in one combat is six extra damage, distributed precisely where the defender chose to engage. That anthem-adjacent scaling is where its value lives. Crucially, this is a Human Peasant, not a Rat, so it never pumps itself; its own 2/2 body is almost beside the point. What it offers is a payoff that rides on the count of small Rat bodies swinging beside it, punishing the opponent for every profitable-looking block they try to make. It wants a token-heavy, go-wide shell where the defender cannot cover the whole board, and its own combat presence is the least interesting thing about it.
