Centaur Veteran
Six mana for a 3/3 with trample reads like a developer's afterthought, and at that rate it is. The interesting part is the regeneration clause, built on the same graveyard-as-resource idea that defined a wave of designs cutting against the grain of "discarding is a cost": paying and pitching a card to regenerate was meant to read as a feature when the graveyard was a place you wanted cards to be. Feed the discard into a flashback spell, a threshold count, or any payoff that profits from a stocked yard, and the activation turns into something close to a free, repeatable shield. The trouble is the body never earns the effort. A 3/3 is below the curve at this cost even with trample, and regeneration only earns its keep when an opponent is attacking into it or blocking it. The result is a creature whose defensive ability is more elegant than the thing it protects: a sturdy ground-pounder that asks the rest of your deck to be doing one specific job (filling a graveyard) so its protection clause stops being free in the bad sense. Strip that synergy away and the regeneration line just gathers dust, because nothing on the other side cares to threaten it, leaving a 3/3 trampler whose only button is one you have no reason to press.
