Bone Dancer
Reanimation gated behind combat, with the timing forming the entire bargain. Most graveyard recall of its era was a spell you cast on your own terms: pay the mana, target the corpse, get it back. This zombie inverts that contract by hanging the steal on a successful attack, then taxes it further by zeroing out its own combat damage that turn. Two conditions have to line up that most reanimator decks are not built around: an attacker that happens to slip through unblocked (the body has no innate evasion, so this is luck or board state as much as design), and an opponent whose graveyard holds something worth taking. You do not get to choose, either; the top creature card is whatever the defending player's recent trades left there, so the ability rewards reading the dying-board state rather than tutoring for a specific target. That dependence on the defending player's yard is the genuinely strange part of the design: against a deck that never loses creatures the trigger is inert, while in a grinding attrition matchup it can quietly build the better board out of both players' rubble. The forfeited combat damage is the pressure valve keeping the loop honest, since every trigger is a turn this 2/2 contributes nothing to the life total. A slow, conditional, opponent-dependent theft stapled to a fragile frame: a puzzle to solve, not a staple to jam.
