Unless the attacking creature leaves combat, it continues to be a blocked creature through the end of combat step, even if the creature or creatures that blocked it are no longer on the battlefield or have otherwise left combat by then
Shock Lands, Hallowed Fountain, Watery Grave, Overgrown Tomb and the rest, do the same job with one small catch, you take two damage on entry unless you let them come in tapped
Thankfully, this brutal combos payoffs are just Verdant Force and Spirit of the Night, nothing compared to, say, an Unburial Ritesd Griselbrand
Free cascade on the first spell you cast each turn
Hundreds of creatures are Elementals, and you have everything from severe beaters to small utility creatures
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