Chronatog
The Atog mechanic was about paying a recurring resource for a swing in size: Atog ate artifacts, Auratog ate enchantments, Necratog ate the graveyard. This one eats time. The +3/+3 pump costs no mana and no cards, only a future turn, which makes it the purest expression of the tribe's "pay something off-board for raw stats" design and the strangest currency any of them traded in. Skipping a turn is normally the kind of downside that ends games on the spot, so the card is built around making that cost asymmetric: a 4/5 that hits once and then leaves you a turn behind is a bad trade, but the same activation in a deck that does not want to take turns at all (or one that has already won the race) turns the drawback into a feature. That inversion is where the card's enduring appeal lives. It became a combo piece precisely because its downside is a resource other cards want to consume: anything that punishes a player for being unable to act, anything that loops or doubles turns, anything that profits from a stalled clock can pair the free pump with a now-neutralized cost. A 1/2 that can become a recurring 4/5 for zero mana is already an oddity; the part that made designers and players keep coming back is that "you skip your next turn" reads as a wall and plays, in the right shell, as an engine.
