Carnassid
A green beater built around persistence rather than evasion-plus-size. The 5/4 trample body is undersized for six mana even by late-nineties standards, but the regeneration clause is the point: a single floating green mana and a colorless turns it into a creature that shrugs off most removal and survives blocking up indefinitely. That is the trade the design makes. Instead of paying for raw stats, you pay for resilience, and the regeneration cost is cheap enough that the card stays online through repeated combats and most targeted spells of its era. Regeneration has always had a built-in catch, and this card inherits all of it: it does nothing against exile, sacrifice effects, or removal that does not destroy, and it taxes the controller for mana that could be doing something else. The result is a creature that asks for a longer game, leaning on trample to push damage through chump blockers while the regeneration ability outlasts the opponent's answers. It is a workmanlike build, the kind of mid-sized green threat that anchored a board without ever headlining a deck, and it reads now as a snapshot of how green's resilience tools were priced before keywords like indestructible and hexproof reshaped the conversation.

