Arctic Merfolk
Bouncing a creature you already have on the board to grow a 1/1 into a 2/2 is, on its face, a losing trade: you spend a card's worth of tempo for a single counter. What the kicker actually pays for is the bounce target's enters-the-battlefield value, and this Merfolk exists to make that loop cheap when the creature in hand is worth replaying. Most kickers of its era charged extra mana for the upgrade; here the cost is board presence, which reframes the whole mechanic from a mana sink into a value rebuy. The body is forgettable, a plain 1/1 that becomes a 2/2, and that is the point: the card is a vessel for resetting a Man-o'-War or any creature whose arrival is the real spell. Kicker here sits structurally closer to the "blink for value" idiom that later sets formalized than to the mana-hungry kickers it shipped alongside, just performed at sorcery speed and demanding a creature already under your control. It is a small, honest piece of design from the years when kicker was still being explored, and it quietly demonstrated that the mechanic could cost something other than mana, an idea kicker would revisit.
