The Foretold Soldier
A lure and a recursion engine welded into one body. The blocking restriction is not menace: menace demands two or more blockers, while this clause forces exactly one, so the defender must commit a single creature into a 6/6 they cannot gang up on. That reversal is the whole trick. A normal must-be-blocked beater is a gift to anyone holding chump fodder, since one small body absorbs the whole attack. Here the defender's block is a trap. As long as the Soldier itself survives combat, it deals its damage, exiles itself face down, and comes back foretold for later; whether the blocker lives or dies to that same damage is beside the point. The two clauses only pay off together, because the block that would neutralize an ordinary attacker instead feeds the tuck-and-replay loop. The honest answer is removal, and specifically removal that kills the Soldier: spot removal in combat, or a blocker large enough to trade with it, sends it to the graveyard before the damage trigger resolves, and it stays dead. That is the line that breaks the engine, and forcing it while presenting a body this size is the point. The foretell mode smooths the front end too: bank it early under open interaction, redeploy it once the board is clear, and let combat handle the recursion from there. The design asks the defender to answer it cleanly the first time, before the loop ever starts.



