Dralnu, Lich Lord
The damage-replacement clause is the strangest kind of protection: not a shield but a deferral, and one that bills the wrong account. Any damage that would land on this 3/3 instead forces you to sacrifice that many permanents, so a one-mana burn spell aimed at the lich does not kill it; it costs the burn's controller a single mana while costing you three of your own cards. That conversion is the whole hazard, and it runs the wrong direction for the player who wants the body to stick around. The effect is mandatory on your side, so you cannot let the creature die cleanly to spare your board: a single large combat hit can strip your battlefield to nothing while the 3/3 walks away intact, which turns every attack into an asset-attrition problem rather than a life-total one. The cheaper the removal, the worse the trade for you.
The second ability is what justifies eating that cost. It hands flashback to any instant or sorcery in your graveyard, priced at that spell's own mana cost, recurring once each turn until the flashback's exile clause retires the card. A graveyard thick with counters, draw, and cheap removal becomes a second hand, replayed answer by answer. The conflict at the card's center is structural: a recursion permanent wants to sit still and absorb removal, but here every point absorbed dismantles the board the engine was built to defend, so the lich rewards you for keeping it untouched and punishes you for every hit it survives.

