Chaos Harlequin
A built-in gambling engine, and a survivor of the era when "you don't know what's coming" was considered a fair price for raw power. The activated ability is a coin you keep flipping: spend a red, exile the top card, and the result swings hard in both directions. A nonland gives +2/+0, pushing the attacker toward a real clock; a land applies -4/-0, dragging the current power below zero (the body deals no combat damage that turn and sits as a 4-toughness wall). This is library-knowledge tension on a stick. Every pull permanently exiles a resource you might have wanted, a cost most pump effects refuse to charge, and it rewards a deck built to keep lands off the top. The design belongs to the Alliances school of high-variance red, where chaos was a flavor word the cards actually honored. What makes it more than a beater with extra steps is the brutal asymmetry of the downside: flipping a land mid-attack does not merely fail to help, it actively wipes out the attacker's offensive output for the turn, and stacking a bad flip can drive power deep into the negatives. That self-sabotage is the whole point, a deliberate refusal to hand the player a free option, and it dates the card precisely to a design philosophy that has long since been retired.
