Dirty Wererat
Two graveyard-facing mechanics share one body here, and the trick of the design is that they feed each other. The , discard-to-regenerate ability spends your hand to keep the 2/3 alive through combat, and every card pitched that way is also a card added to the graveyard, which is exactly what threshold counts. So a player who keeps regenerating to survive is, by the same motion, building toward the seven-card milestone that turns the creature into a 4/5 that can no longer block. That coherence is unusual for a common: most threshold creatures asked you to fill the bin with effects printed on other cards, while this one self-fuels by paying for its own survival. The catch is that both halves cut against you defensively. The +2/+2 arrives stapled to a can't-block clause, so the same threshold that makes it a credible attacker strips its value on defense, and the discard engine only ever empties your hand to keep it alive. It is clean mechanical layering rather than a powerful card, an early demonstration of a design philosophy that wanted graveyard count to be something a deck actively fed rather than passively accrued.




