Dripping Dead
Whatever this creature touches in combat dies and stays dead: the regeneration-proof clause closes the loophole early creatures leaned on to survive a bad block, and that rider is the entire reason the card exists. Everything else is the bill for it. The "can't block" line means this is pure offense, never a deterrent you park in front of an attacker; the threat only exists when it is the one swinging. The single point of toughness is the other side of the bargain: because it dies to nearly anything that survives to swing back, and to the cheapest burn or ping, it does not menace a board the way a sticky deathtoucher would. It threatens a single one-for-one trade instead, where the defender either loses a blocker permanently or eats four and lets it come again. That asymmetry, lethal on contact and useless on defense, is forced trade-and-destroy built before the keyword that compresses the idea into a single word existed in evergreen form. This is design from a stretch of Magic that priced each effect by the spell rather than folding it into a keyword, which is why a modern deathtouch creature does the same job on a far cheaper body. As design, it is a clunky first draft of an idea Magic would later put on cleaner, smaller bodies; as a curio, it shows the seams of a time when "your blocker dies" cost six mana and a fragile 4/1 to print.
