Wall of Tears
The clever wrinkle is that the bounce trigger fires on every block, not just the first, which turns a static wall into a recurring tempo engine against creatures that have to keep recommitting to the board. A 0/4 body for two mana stops most early aggressors cold, and the real cost lands on the attacker: each creature it blocks gets returned to hand at end of combat, forcing the opponent to spend mana and a turn replaying it only to run into the same wall again. The smart part is the delayed timing. The trigger fires the moment the wall blocks, but the return waits until end of combat, so it resolves even if the attacker punches through and destroys the wall outright. That detail matters: a 0/4 deals no combat damage and cannot trade with or kill anything, so the wall's whole job is to absorb the hit and undo the attack regardless of whether it survives the swing. The asymmetry is sharpest against threats the opponent invested in beyond their casting cost: an Aura-laden attacker loses every enchantment when its host returns to hand, since those Auras fall off and go to the graveyard. It is a defensive piece that punishes aggression by attacking the opponent's tempo rather than their life total, a quintessentially blue answer to a problem red and green would solve with reach or burn.

