Branded Brawlers
A 2/2 for one mana that refuses to function on a developing board, and the restriction runs in two directions independently. It can only attack once the defender has tapped their lands; it can only block once you have tapped yours. Each clause is keyed to a different player's untap state, so the card never asks for both at once: it asks the right one at the right time. That inverts the explosive red one-drop, the kind that wants you swinging on turn one. This body does its work after the mana is spent, when holdups are cleared and the board has resolved into something static. Strip the restriction away and you have a plain two-power one-drop; the entire reason the card exists is to ask whether you can engineer the moment when the relevant clause goes quiet. It belongs to a short-lived experiment in costing combat against the untap step rather than against summoning sickness, a corner the game largely walked away from after finding it awkward to play around and never revisited in this shape. That abandonment is the point. What survives is the question, not the template: a one-drop whose power is gated by an untap state no other red creature has ever asked you to wait on before it can swing.
