Tattermunge Witch
The activated ability punishes a defender for a decision they've already committed to. Blocks are declared before combat damage, and the trample-granting effect arrives after that window closes: once your attackers are blocked, this hands them all +1/+0 and trample, turning a clean chump-block into a partial brick. The defender chose to eat the creature; now they leak damage anyway, and double-blocks meant to safely trade get punctured. Crucially, the buff reads "each blocked creature," not "each attacker you control," so the spillover hits the whole board's worth of blocked attackers at once. That scales the ability with how wide the swarm gets rather than how good any single creature is, and it opens a political wrinkle in multiplayer: every blocked creature qualifies, so you can push another player's attack through someone else's defense when the timing suits you. The hybrid pip in the casting cost lets the body land off either color, but the ability is firmly a Gruul payoff: it demands both red and green mana to fire, so this only earns its keep in a deck running both. The 2/1 frame is built to attack into a board it expects to outnumber. This is a combat engine for a creature-flood plan, not a single big threat made bigger, but a wide team that refuses to be blocked profitably.

