Wall of Souls
A blocker that punishes you for hitting it. The design idea is a clean inversion of how combat normally works: most walls just absorb damage, but this one routes the combat damage it takes straight at its controller's opponent. The trigger only cares about combat damage dealt to the Wall itself, so it does nothing on a swing back and nothing against noncombat removal; the card lives entirely inside the combat step, taxing the attacker for the privilege of pushing through a defensive line. A trampler does not fully solve it either: an attacker can assign only the 4 lethal to the Wall and trample the rest over, but those 4 still come back, so even pushing through costs real life. With four toughness it survives most early aggression while a single attack into it mirrors that damage back, which turns the math of attacking into a question the aggressor would rather not answer. Because it can only block one creature each combat, the redirected damage is always bounded by whatever it blocks, and all of it lands on a single opponent or planeswalker rather than being spread around. It is the black contribution to an era's experiment with redirect-on-damage walls, the designers' attempt to make defense an offensive proposition: a body that wins the race not by attacking but by making attacking expensive.

