Deadfall
Hoser cards used to be a real design lever, and few specimens are stranger than a green enchantment built to switch off a green ability. Forestwalk was a load-bearing evasion keyword in the early days, stapled onto elves, treefolk, and a long list of green creatures whose only path through a ground stall was the assumption that the opponent had a Forest in play. Deadfall exists because that assumption was load-bearing enough to need an answer, and the answer had to live in the color most likely to face it in a mirror. The design is almost confessional: green admitting that its own evasion keyword was a problem worth paying to neutralize, and committing a permanent to the job rather than spending a temporary effect on it. The lineage runs through the broader early hoser school (Karma, Elephant Grass, and the various landwalk-blanking enchantments scattered through the period), a design approach that has effectively been retired. Answers were color-specific then, keyed to a single mechanic, with a standing problem expected to meet a standing answer rather than a flexible instant. That a designer would spend a whole card, and a whole permanent, on switching off one keyword in one matchup tells you how the game's hate was shaped before modal removal and broad enchantment-based catch-alls took over.
