Dread Wight
A combat-step jailer wearing the body of a midrange blocker. The 3/4 frame is almost incidental; the real engine is the end-of-combat clause, which doesn't kill what fights this Zombie but locks it down with a paralyzation counter. Tap-down keywords hadn't been invented yet, so the lockdown gets spelled out the long way: the affected creature skips its untap step until the counter comes off. The escape valve is the cleverest piece: the imprisoned creature itself gains the ability to pay four mana and shed a counter, so the prison isn't free, it's a recurring tax the opponent has to settle every time they want their blocker back. The whole point is that imbalance: you spend nothing to maintain the lock, they spend four to break it. Dread Wight's own vulnerability is the timing word. The lock fires at end of combat, so removal or lethal damage that clears the Zombie before that step means no counters ever land. Survive the exchange and the prison persists even if Dread Wight dies later, because the counters live on the enemy creatures. And because the first counter taps the imprisoned body and won't let it untap, the lock is self-reinforcing: the opponent can't feed that creature back into combat to risk a second counter until they've already paid to free the first. A slow, mean piece of design, closer in spirit to a recurring debuff than the clean exile-or-destroy black later standardized.

