Triarch Stalker
Menace is usually a keyword a creature wears on its own sleeve: this one hands it out to a whole board, but not the board you'd expect. The Targeting Relay chooses an opponent at the start of your combat, and every creature attacking that player, yours or anyone else's, gains menace until you pick again. That redirection is the whole point. In a multiplayer game it turns an ordinary swing into a political lever: you decide which defender has to double-block everything coming at them, and you decide it after seeing how the table has developed its blockers. The creature that benefits most is rarely its own 4/5 body; it is whatever alpha strike a temporary ally is about to throw, or the token flood you've committed while the pointed opponent has left themselves open. Menace taxes the defender's material rather than the attacker's, so one relay quietly makes an entire coalition's attacks harder to profitably block. The once-per-turn choice and the beginning-of-combat window are the leash: you commit to a victim before combat resolves, and the menace follows the last player named, so a swing you didn't plan for can inherit an evasion buff you meant for someone else. It reads like a beater and functions like an enabler, doing its real work on other people's attack steps.

